Revival of the Runelords (Inactive)

Game Master Cellion

(RotRL Handouts) | (RotRL Maps) | (RotRL Loot Log)

INIT template:
[dice=Ziva]d20+2[/dice]
[dice=Astrid]d20+3[/dice]
[dice=Colvyn]d20+4[/dice]
[dice=Kellek]d20+2[/dice]
[dice=Guiness]d20+2[/dice]


5,851 to 5,900 of 8,440 << first < prev | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | next > last >>

Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Flo has no additional preparations to make! She isn't sneaky enough to help with scouting :)

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

As he helps with the trap construction, Guiness will strategize with Kargas on where to stand near the traps and how they plan to trap any responding ogres, then make sure he has the trap locations memorized so he doesn’t fall into them himself.

Other than that, he is ready. Kargas, is the plan to lure them into the trap zone, then close the free side behind them with our melee warriors while others shoot from a distance?


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

I mostly just want to keep them hemmed in for optimal fireball density, but cutting off the line of retreat is good too!

Grand Lodge

1 person marked this as a favorite.
Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11
Kargas Stormscar wrote:
I mostly just want to keep them hemmed in for optimal fireball density, but cutting off the line of retreat is good too!

So, the “lure” team gets the ogres to chase after them and scramble past the traps, then when the ogres get bogged down in the traps, Kargas and Guiness close the back door and Kellek can throw his AOE spells into their midst?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

OK, that's a majority of folks chiming in, so I'll move us onward.
----

Even working together, Kargas and Guiness take the rest of the evening and a portion of the following morning to assemble their field of traps. Hidden at the edge of the copse of trees, your work is out of the line of sight of any of the Fort's defenders. The Black Arrows serve as lookouts over the course of the evening and take shifts during the night to watch for any ogre patrols, but as the morning dawns, they report that no curious groups moved forth.

With the trap completed, Jakardros and Vale step up to join Flo. Jakardros looks over at Colvyn "We'll see if we can attract their attention, but if you're half as good with that bow as I'm guessing, we could use your help." Then turns to Flo "Alright, Vale and I will be joining you. Kaven chose..."

Kaven shrugs "No offense, but there ain't any sense in sittin' out in the open like that wid more than two or three. I'm stickin' 'ere to do my part the way I know."

You had a full opportunity to rest and prepare new spells if you'd like. Flo, go ahead and precast anything you'd like to have up before your lure team goes in.


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Flo is only going to precast Longstrider. She will cast Magic Circle Against Evil once the fight starts since there isn't a constant visual for the spell. Prepped two Burst of Radiance spells to add to the fun ;)

Flo raises an eyebrow at Kaven but keeps any scathing judgement to herself. "We'll have to do without, then. I'm ready and will keep us all alive. Our goal is to be as annoying as possible, no additional risks, and to bring some of those dopes back here," she reiterates.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness makes himself a hiding place just south of the trapped area. He hopes to be far enough away to stay hidden, but close enough to swing the fourth wall of the trap shut with his flaming Dragonfist.


1 person marked this as a favorite.
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

The night before.

The party returns to what they thought was their campsite only to find it has been replaced by a more secure structure.

As the first person goes to the door it opens. Kellek is standing behind it.

"Oh. It's you." he says sounding disappointed. "Well don't just stand there."

Beyond the door there is a single room cottage with four bunk beds, a sturdy wood table, some stools, a fire cold fireplace, and a desk upon which there are stacked a number of arcane parchments, ink and quills.

Floredana Mandulescu wrote:
"I can't protect you from their fire in a conspicuous way, but I can make a show of healing your injuries," Flo offers.

"That's it. Inspire them with confidence." says Kellek sardonically.

Later that night, Kellek claims the top bunk to the left of the desk for his own and settles in for some sleep.

Spells ready, unless someone has a request, and even then Kellek can ready a 2nd level spell with a round's notice, thanks to Brilliant Spell Prep.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Day of.

Kellek keeps toward the back, and out of sight but within sight of the killzone (100' or so if he can still see to target his long range spells).


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9
GM Cellion wrote:
With the trap completed, Jakardros and Vale step up to join Flo. Jakardros looks over at Colvyn "We'll see if we can attract their attention, but if you're half as good with that bow as I'm guessing, we could use your help."

"Oh I was planning too. There is no way I would let you get all the fun." As he talks, he gets his quivers ready and inspect his bow string. "Beside, if they manage to get a lucky shot on one of you, I can also provides some magical healing."

Turning toward Kargas. "So, are we ready to do this big guy?"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (17) + 5 = 22
While most of the party get in position around or behind the kill zone, Flo, Colvyn, Jakardros and Vale head toward the Fort to try to grab the attention of the ogres.

As soon as you break from the cover of the trees, you note the wide open space before reaching the moat. No cover, not even low lying brush, invades the space. Hanging from the walls are corpses, some of which have been largely picked clean while others are in a late stage of decay. They predominantly appear to be humans, though you stop the two giant eagle corpses that Jakardros mentioned earlier. From your current position, you're 150ft away from the top of the Fort's outer walls.

You see a few large, brown and grey figures moving back and forth atop the wall, partly protected by the battlements. Their large size means that the human-sized defenses don't provide them quite the same degree of cover. One turns and notices your group, and you dimly hear a shout rise up. A shout of excitement.

Jakardros and Vale ready their bows, faces set with grim determination.

While they organize their response, you have the first move here.
I'm not going to set a battlemap for this, as its a pretty clear open area. You're 150ft away from your potential targets if you want to attempt ranged attacks.
I'm also not going to enforce strict combat rounds here. If you want to make multiple attacks, they'll have multiple attempts to strike back as well. Otherwise, please throw out your attacks, spells, and any skill checks you think may help your lure.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Sitting with Guiness in the pile of shrubbery's they had assembled for their "blind," Kargas sharpens his falchion and ruminates. "You know, I really should learn how to use a bow. I hate missing out."

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Keeping the head of Dragonfist low and out of sight from ahead, Guiness wills the head to burst into flames, responding, ”True, but if too many of us showed up at once it would look less like some disgruntled rangers taking pot shots and more like a full scale assault. Hopefully the lure team will do their job and we can hammer the ogres from behind after they enter the kill zone.”


1 person marked this as a favorite.
Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"We've got to move forward some to make them believe we're actually attacking. It'll also be safer for you if you stand within about ten feet from me. Now, don't laugh!" Flo demands, pointing a finger at each of the lure party.

Walking confidently into the open she begins shouting as loudly as she can. "BLACK ARROWS! ARE THOSE THE SNIVELING COWARDS WHO TOOK YOUR FORT?!"

She points accusingly at the Fort.

"BUT THEY'RE SO WEAK! AND SMALL! WE'LL TAKE THEM HERE AND NOW, THEY'LL CRUMPLE BEFORE OUR STRENGTH! BLACK ARROOOOOWS! ATTAAAAACK!"

She begins jogging towards the Fort.
________
Readied Burst of Radiance, DC 17: 5d4 ⇒ (2, 3, 1, 4, 3) = 13
Flo is going to cast Magic Circle Against Evil to start. After a couple of Ogres have grouped up on the battlements, she'll fire off a Burst of Radiance. She'll move up 35ft to lead the formation and keep the others in range of her circle if they want to move and attack in the first "round."


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Before heading out and first round.
Before leaving to attack the fort, Colvyn cast a spell on his longbow. Once on front of the fort, he calls upon his divine connection and engulf his bow in green flames. He then moves forward.

Second round.
Taking another step forward, Colvyn now uses his magic to increase his ability to fight and sends a volley of arrows, aiming at one of the large shape on the wall.

Longbow: 1d20 + 13 + 2 - 2 - 2 ⇒ (10) + 13 + 2 - 2 - 2 = 21
Damage: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (1) + 4 + 4 + 2 + (1) = 12
Longbow: 1d20 + 13 + 2 - 2 - 2 ⇒ (13) + 13 + 2 - 2 - 2 = 24
Damage: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (1) + 4 + 4 + 2 + (2) = 13
Longbow: 1d20 + 8 + 2 - 2 - 2 ⇒ (1) + 8 + 2 - 2 - 2 = 7
Damage: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (1) + 4 + 4 + 2 + (3) = 14

Third round, depending on Flo's actions.
His first volley wasn't as good as he had hoped, Colvyn sends another volley while keeping an eye out a the front gate and the rest of the team

Longbow: 1d20 + 13 + 2 - 2 - 2 ⇒ (18) + 13 + 2 - 2 - 2 = 29
Damage: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (3) + 4 + 4 + 2 + (1) = 14
Longbow: 1d20 + 13 + 2 - 2 - 2 ⇒ (12) + 13 + 2 - 2 - 2 = 23
Damage: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (4) + 4 + 4 + 2 + (4) = 18
Longbow: 1d20 + 8 + 2 - 2 - 2 ⇒ (6) + 8 + 2 - 2 - 2 = 12
Damage: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (2) + 4 + 4 + 2 + (5) = 17


Active buffs:
Weapon of Awe
Divine Favor
Holy Strike


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d8 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7
1d8 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
1d8 + 4 ⇒ (2) + 4 = 6
---
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (4) + 1 = 5
-
6d20 ⇒ (6, 20, 14, 8, 2, 15) = 65
1d8 + 5 ⇒ (3) + 5 = 8
Before the ogres can fully organize a response to your appearance, a volley of arrows from Colvyn, Jakardros and Vale sail on deadly arcs through the air. As Colvyn's arrows sail with green fire, Jakardros' crackle with electricity.

The ogre that makes himself the largest target takes almost half a dozen arrows across his torso in a matter of seconds. As he wavers, Flo's spell bursts around him and his nearest ally. The searing light burns his flesh and he collapses with a bellow. His neighbor collapses as well, clutching at his eyes.

From positions along the wall with better cover, the ogres retaliate with a hail of javelins that mostly fall across the open plain nowhere near you. One javelin by sheer luck manages to land just as Flo is stepping forwards, slicing a gash on her leg in the process.

The ogres that attacked exchange shouts of "Down, down!" and they drop prone behind the battlement. (Gaining total cover)

|||| STATUS ||||
Flo (8 dmg)
1x Ogre killed
1x Ogre (31 dmg, blinded, out of commision)
??? Unknown number of additional ogres

With the ogres down in cover, its your move once more on how you want to proceed.


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"WATCH HOW THEY HIDE AND COWER BEHIND THE WALLS! THEY'LL NEVER STOP US FROM THERE! THEY'RE SO WEAK BEHIND THE WALLS!" Flo announces. With the Ogres on the ropes for a moment, she uses her wand to heal some of her injuries and improve her allies' aim.

"SUCH SMALL WEAPONS CAN NEVER HURT US WITH OUR DIVINE PROTECTION! HAHA! WHAT FOOLS! THEY'LL NEVER FIGURE OUT HOW TO HARM US!" Come on you sick bastards, break out the Ogre Hooks and charge us!
________
CLW (Wand) vs Flo: 1d8 + 1 ⇒ (7) + 1 = 8
CLW and Bless! Move forward 15ft and I say we hold position here. IMO, any closer and we risk being overrun before we can make it back to the treeline!


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

In the rough, Kellek practices his sleight of hand skills with a silver coin, while humming to himself.

The ogres'll be mounting a sortie from the northern gate soon....


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 0 ⇒ (11) + 0 = 11
Though Flo's words are loud, the ogres are surprisingly disciplined in staying in cover. There remains no action from the wall for almost a minute before slowly the southern gates begin opening. The crack between the gates widens... but rather than ogres spilling out, all you see is a single large wooden wagon without any animals harnessed to pull it. The courtyard behind the wagon appears empty from your angle.

After a pregnant pause, the wagon begins moving forward, and thanks to the movement you notice the stumplike legs of ogres beyond it. Thanks to the size of the wagon, you don't otherwise see the ogres that must be pushing it, but there can't be more than a couple of them given their own size.

Jakardros shakes his head and murmurs "Pah, cleverer than any ogres should be." He looks to Flo and Colvyn "They aren't exactly charging us, but they're coming. Fall back now or should be flank these few and see if we can pick them off ourselves?"


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Where's the wagon on the map now?


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"No kidding..." Flo admits, gritting her teeth a bit. "Let's put a few arrows into it, maybe it'll light. I'm hoping if their 'plan' works, it'll get the rest to do what we'd expect Ogres to do... Run if it gets too close though," she orders.
________
Colvyn's burning bow might be enough to light the wagon and get the Ogres out of their cover to be picked off. If after a round or two we have no luck, we'll leave and regroup with the others.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Kargas finishes sharpening the falchion. He checks the adamantine longsword too, but it's fine. "Um. Those ogrekin had a wizard with 'em...what if these ogres do too? What if Flo and Colvyn and the Black Arrows get fireballs dropped on 'em? What if it's a better wizard than Kellek?"

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

"Floredana and Colvyn are smart. They'll figure it out. We just have to be ready," responds Guiness.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11
Kellek Zaderan wrote:

The night before.

The party returns to what they thought was their campsite only to find it has been replaced by a more secure structure.

As the first person goes to the door it opens. Kellek is standing behind it.

"Oh. It's you." he says sounding disappointed. "Well don't just stand there."

Beyond the door there is a single room cottage with four bunk beds, a sturdy wood table, some stools, a fire cold fireplace, and a desk upon which there are stacked a number of arcane parchments, ink and quills.

Last night...

"Very impressive, Kellek. A cozy respite in our long journey. I greatly appreciate it," says Guiness, smiling at the mage as he enters the cottage. Finding a place to sit and making himself comfortable, Guiness offers to share his (non-magical) brew with those who are interested, as long as he has enough left to celebrate after the fort is re-taken.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

"We can't retreat yet. If we do, they won't take any other attempt seriously. Let see if I can get a clear shot." Colvyn moves thirty feet to the side, hoping to get a non-obstructed view of the ogres. If that is not possible, he sends an arrow at the axle of the wagon, hoping to catch the grease on fire.

Longbow: 1d20 + 13 + 2 - 2 ⇒ (4) + 13 + 2 - 2 = 17 +2 vs ogres
Damage: 1d6 + 4 + 2 + 4 + 1d6 ⇒ (1) + 4 + 2 + 4 + (1) = 12 vs ogres: 1d6 + 2 ⇒ (5) + 2 = 7


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Wagon is just outside the southern gate.

GM Screen:
5d20 ⇒ (9, 3, 8, 9, 3) = 32
Moving 30ft to the side, Colvyn gets a slight angle on the ogres behind the wagon (cover but not total cover), but the arrow that he fires at them thuds into the wagon's frame instead. The holy fire from his arrows fails to catch on the wood on the wagon (Holy Strike isn't actually fire, is it?). Jakardros and Vale follow after Colvyn, but their own arrows suffer the same fate.

The ogres reorient their wagon a little bit towards Colvyn and the Black Arrows and push forwards at a fairly impressive speed given the likely weight of the vehicle. (They get 30ft closer to you. The wagon is now 90 ft away.)

The ogres pushing the large wagon now only have cover from you, but unless you can move 60 ft this round to flank the vehicle they'll retain cover, you won't have a totally clear shot.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Forgot to write, but one of the d6 was fire damage from the sacred weapon ability. It only did 1 point of damage, but still. The holy is the other d6 rolled with the vs ogres.

Colvyn looks at the two Black Arrow. "Head back to stand next to Floredana." Colvyn reignite his bow again with magical flames. "Let's try burning that wagon down a bit." He sends his second volley directly at the wagon, hoping it will catch fire.

Longbow, base + DF: 1d20 + 13 + 2 - 2 - 2 ⇒ (1) + 13 + 2 - 2 - 2 = 12
Damage, base + DA + DF + Fire: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (1) + 4 + 4 + 2 + (6) = 17

Longbow, base + DF: 1d20 + 13 + 2 - 2 - 2 ⇒ (2) + 13 + 2 - 2 - 2 = 13
Damage, base + DA + DF+ Fire: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (4) + 4 + 4 + 2 + (5) = 19

Longbow, base + DF: 1d20 + 8 + 2 - 2 - 2 ⇒ (4) + 8 + 2 - 2 - 2 = 10
Damage, base + DA + DF+ Fire: 1d6 + 4 + 4 + 2 + 1d6 ⇒ (6) + 4 + 4 + 2 + (5) = 21

Active buffs:
Weapon of Awe
Divine Favor
Holy Strike


1 person marked this as a favorite.
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek ponders how many arrows Colvyn has about him.

GM Cellion wrote:

The ogres reorient their wagon a little bit towards Colvyn and the Black Arrows and push forwards at a fairly impressive speed given the likely weight of the vehicle. (They get 30ft closer to you. The wagon is now 90 ft away.)

The ogres pushing the large wagon now only have cover from you, but unless you can move 60 ft this round to flank the vehicle they'll retain cover, you won't have a totally clear shot.

So looking at the map, Kellek has some questions--as all right-thinking wizards would. Is the wagon 'Large' (filling a 10'x10'-ish fighting space) or merely 'large' for a wagon. How large are it's wheels? How many ogres seem to be pushing it? Is it 90' from Flo and Colvyn? Where exactly are the Black Arrows in relation to Flo and Colvyn? What's the average air speed of an unladen swallow?


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Flo holds her ground as the Black Arrow rangers regroup with her and Colvyn peppers the wagon. Adding to the assault, she tries to get the right angle to cause another blast of light.
________
GM, if Flo can get a Burst of Radiance off where the Ogres are (in the wagon), she'll do that. Otherwise she'll wait for Colvyn to have a go at the wagon.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

@Kellek: The wagon is at least 10x10', with a pair of ogres squeezed in behind it pushing it. I'm imagining something like this, so the wheels are pretty large. Big enough that you could see the ogre legs behind it from a distance. At the beginning of this "round", it was 90' away from Flo, Colvyn and the Black Arrows.
----

GM Screen:
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (1) + 2 = 3
-
3d20 ⇒ (1, 5, 8) = 14
-
1d20 + 11 ⇒ (4) + 11 = 15 1d10 + 6 ⇒ (2) + 6 = 8
1d20 + 11 ⇒ (3) + 11 = 14 1d10 + 6 ⇒ (2) + 6 = 8
Colvyn's arrows thud one after another into the dirt past the ogres or into the wagon. With multiple arrows now embedded in the wagon, flames begin to lick at the frame and start racing up the canvas, though it looks like the ogres have yet to notice. Flo's burst of radiance blazes around the two ogres hiding behind the wagon, causing the wagon to noticeably slow as its propulsion burns in the light.

Damage: 5d4 ⇒ (3, 4, 3, 4, 1) = 15

Arrows from the Black Arrows follow Colvyn's volley, but are aimed at the extremities of the ogres behind the wagon. Unfortunately, they can't quite hit their marks.

With a guttural shout, the ogres suddenly abandon the wagon and rush towards the four of you, drawing greatclubs off their backs as they do. One of the two ogres that was behind the wagon has clearly been left blind by Flo's magic, because he charges not quite in the correct direction. At the same time, the front door of the wagon flies open and two more ogres squeeze out, following their kin, though a step behind.

Covering the approach of the four ogres, a pair of ogres stand up from cover atop the walls, now armed with longbows. They deliver a shot each, but both large arrows thud into the earth by Colvyn's feet.

|||| STATUS UPDATE ||||
Party is all together, 120 ft from the Fort walls
2x Ogre archers on the walls
1x Ogre (15 dmg, blinded, running the wrong direction)
1x Ogre (15 dmg, 30 ft from the party, approaching)
2x Ogres (60ft from the party, approaching)
??? Unknown number of additional ogres
Wagon is starting to burn and has been abandoned

If the scene is unclear, shout and I can mock something up visually

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Hearing the shouts of the ogres--in both pain and frustration--Guiness favors Kargas with a feral grin, "Sounds like they should be around shortly. Let's make sure they feel welcome," and his body tenses as he prepares to spring their (hopefully) cunning trap.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Ignoring the ones on the wall for now, Colvyn focus his attention to the ogre closest to the group. He keeps the fire active on his bow and sends another volley. Need to take out a few more, then hopefully they will take the bait. He takes a step closer to the rest of the group, keeping an eye out for the gate. 5-foot step toward Flo, 25 ft away.

Longbow, base + DF + FE: 1d20 + 13 + 2 + 2 - 2 - 2 ⇒ (2) + 13 + 2 + 2 - 2 - 2 = 15
Damage, base + DA + DF + WA + FE + Holy + Fire: 1d6 + 4 + 4 + 2 + 2 + 1d6 + 1d6 ⇒ (1) + 4 + 4 + 2 + 2 + (4) + (1) = 18

Longbow, base + DF + FE: 1d20 + 13 + 2 + 2 - 2 - 2 ⇒ (13) + 13 + 2 + 2 - 2 - 2 = 26
Damage, base + DA + DF + WA + FE + Holy + Fire: 1d6 + 4 + 4 + 2 + 2 + 1d6 + 1d6 ⇒ (2) + 4 + 4 + 2 + 2 + (2) + (3) = 19

Longbow, base + DF + FE: 1d20 + 8 + 2 - 2 - 2 ⇒ (17) + 8 + 2 - 2 - 2 = 23
Damage, base + DA + DF + WA + FE + Holy + Fire: 1d6 + 4 + 4 + 2 + 2 + 1d6 + 1d6 ⇒ (4) + 4 + 4 + 2 + 2 + (1) + (1) = 18

Active buffs:
Weapon of Awe
Divine Favor
Holy Strike


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"Slow retreat, group up, Colvyn is marking targets!" Flo orders, trying to at least keep her voice from reaching the walls, if not the charging Ogres too.

Sending butterflies to guide the Ratfolk's arrows, she stands her ground. Come on, send more! "ONLY FOUR MEASELY OGRES?! PATHETIC! IT WOULD TAKE AT LEAST FIVE TO GIVE US PAUSE!"
________
Colvyn, idk if we're going to get better than this. Maybe a couple shots on the goons on the walls then start retreating?


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Waiting to see how many will fall with this round of attacks. What I am hoping is we get a leader or something.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
3d20 ⇒ (15, 2, 13) = 30
1d8 + 6 + 1d6 ⇒ (3) + 6 + (4) = 13
1d8 + 6 ⇒ (5) + 6 = 11
-
1d20 + 10 ⇒ (13) + 10 = 23 2d8 + 7 ⇒ (7, 5) + 7 = 19
1d20 + 10 ⇒ (8) + 10 = 18 2d8 + 7 ⇒ (7, 1) + 7 = 15
-
1d20 + 12 ⇒ (7) + 12 = 19 2d6 + 6 ⇒ (3, 6) + 6 = 15
1d20 + 7 ⇒ (9) + 7 = 16 2d6 + 6 ⇒ (4, 4) + 6 = 14
1d20 + 12 ⇒ (9) + 12 = 21 2d6 + 6 ⇒ (6, 1) + 6 = 13
1d20 + 7 ⇒ (4) + 7 = 11 2d6 + 6 ⇒ (4, 4) + 6 = 14
The Black Arrows join in with Colvyn, sending a shower of arrows at the oncoming ogres. Although Colvyn's first arrow narrowly misses, his next two are right on the mark, sending the closest ogre sprawling as the shafts strike through his chest. The Black Arrows land two more arrows into one of the ogres further away, but their shots aren't quite enough to fell it.

The two remaining ogres yell battle cries as they charge at Colvyn to try to claim revenge. One smashes his greatclub into the ground next to the ratfolk, but the second connects with a powerful swing that breaks bone. (Dealing 19 dmg) The ogre archers atop the Fort's walls send a hail of arrows at Colvyn, but only a single massive shot embeds itself in his shoulder. (Dealing 13 dmg, large arrows are serious business)

Since ogres now have you in their melee reach, we have a battle map and are in rounds. As a simplification, I've just noted that NW off the map is the Fort and its walls. SE off the map is the treeline that you guys came from. The trap you set up is 100ft or more off map to the SSE.

|||| INIT ||||
Colvyn (32 dmg)
Flo
Jakardros
Vale

Blue Ogre (24 dmg)
Red Ogre
One blinded ogre wandering southwestward (not shown on map)
2x Ogre Archers on wall


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Colvyn smiles at the ogres and uses his abilities to seals some of his wounds. He then retreats away. "One arrow then fall back on me."

Changing remove paralysis to Cure moderate wounds and cast it as a free action with fervor. Then double move away from the ogres.

CMW: 2d8 + 8 ⇒ (3, 7) + 8 = 18


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Flo waits for the Black Arrows to take one last shot before fleeing with them, but staying between them and the Ogres.
________
Flo will keep the Black Arrows within 10ft of her, but stay between them and the Ogres and go into Total Defense if she only needs to take a single move actions.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Bored, Kellek draws nearer to the forward outpost.

Brother_Guiness wrote:
Hearing the shouts of the ogres--in both pain and frustration--Guiness favors Kargas with a feral grin, "Sounds like they should be around shortly. Let's make sure they feel welcome," and his body tenses as he prepares to spring their (hopefully) cunning trap.

"Shall I polish up the silverware back at the shelter then?"

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Stifling a chortle, Guiness responds quietly, "I was thinking more a fireball up their a$$, but whatever floats your boat, Kellek."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 8 ⇒ (12) + 8 = 20 2d8 + 7 ⇒ (4, 4) + 7 = 15
-
2d20 ⇒ (12, 11) = 23
1d8 + 6 + 1d6 ⇒ (1) + 6 + (3) = 10
1d8 + 6 ⇒ (4) + 6 = 10
-
1d20 + 12 ⇒ (13) + 12 = 25 2d6 + 6 ⇒ (5, 2) + 6 = 13 1d4 ⇒ 2
1d20 + 7 ⇒ (20) + 7 = 27 2d6 + 6 ⇒ (6, 6) + 6 = 18 1d4 ⇒ 2
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 12 ⇒ (7) + 12 = 19 2d6 + 6 ⇒ (3, 4) + 6 = 13 1d4 ⇒ 2
1d20 + 7 ⇒ (19) + 7 = 26 2d6 + 6 ⇒ (5, 1) + 6 = 12 1d4 ⇒ 1
-
1d20 + 10 ⇒ (9) + 10 = 19 2d8 + 7 ⇒ (7, 6) + 7 = 20
1d20 + 10 ⇒ (3) + 10 = 13 2d8 + 7 ⇒ (4, 1) + 7 = 12
Colvyn's wounds seal up thanks to his divine fervor. As he retreats, one of the ogres swings in with a brutal smash, striking a hair away from Colvyn's feet. The two Black Arrows follow up with attacks aimed at blue. Two more arrows sink into the roaring ogre's chest, badly injuring it, but not quite finishing it off.

Up on the wall, the ogre archers send volleys down at your retreating group. Two arrows deflect off Flo's defensive ward and fail to hit her and Jakardros, but one lucky shot pierces straight through and hits her despite her focus on dodging (Total defense included. Hits for 18 dmg) One arrow also stabs through Colvyn's leg as he runs (12 dmg)

The two ogres up close charge at Flo, bellowing in a mix of agony and glee. Her defensive magic and quickness on her feet keep her away from the massive clubs they swing.

(At the edge of the map, a single move action will bring you among the trees at out of both the ogre archer line of sight and out of straight charge paths for the other ogres.)

|||| INIT ||||
Colvyn (26 dmg)
Flo (18 dmg)
Jakardros
Vale

Blue Ogre (44 dmg)
Red Ogre
One blinded ogre wandering southwestward (not shown on map)
2x Ogre Archers on wall


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Once the others have fled, Flo will follow suit. "Run for it! I'll be right behind you!"
________
Withdraw once the others do!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

I'm gonna assume Colvyn is also withdrawing.

GM Screen:
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (17) + 2 = 19

Under direct fire from the walls and with the two ogres in hot pursuit, your team of four retreats into the copse of trees. The ogres match your pace almost exactly, only a few steps behind as you withdraw out of their grasp. This continues all the way through the copse as you approach the trap Kargas and Guiness prepared, with the ogres caught every so often on extended tree branches or stumbling over roots.

You break out into the southern side of the copse and head eastward into the field of pit traps. The circuitous path the four of you take through the field doesn't register for either of the ogres, who charge directly after you and immediately fall prey to the first pit traps. The blue ogre slips into one and strikes his head on the rim as he falls, finishing him off. The red ogre is quicker on his feet and leaps to safety as the ground gives way.

The red ogre pauses, suddenly unsure about his next move, given the pit trap he just evaded. His hesitation gives you the chance to strike.

(Map Updated. Green boxes represent your disguised lines of stakes. Orange are pit traps still hidden. Yellow is a pit trap sprung and open.)

|||| INIT ||||
Colvyn (26 dmg)
Flo (18 dmg)
Jakardros
Vale
Kellek
Guiness
Kargas

Red Ogre

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

"I'll defer to you for the single ogre, Kargas," says Guiness, moving off to cover the kill zone entrance. "Meanwhile, I'll cover the back door." Guiness double moves toward the entrance of the kill zone and stays under cover, ready in case more ogres show up to join the party.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek draws nearer but remains under cover as best he can.

stealth (half spd, distance): 1d20 + 2 ⇒ (5) + 2 = 7 Or not at all.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Kargas nods at Guiness and moves around to the other side of the kill-box. Double Move as well!


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"Very well-organized," Flo reports back as she continues to weave through the traps. "Covered wagon, took cover on the walls, someone intelligent is in charge," she forces out between breaths.
________
Move out of there! I'm assuming as a Medium creature who knows where the traps are, she can take the diagonals to avoid them. Otherwise, she'll *gulp* try to jump them.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Sorry for the hold up, I though I had posted.

With the ogre in the kill zone, Colvyn rushes back out and heads back to the hedge for the forest to see where the blinded ogre is now. He also takes a peek at the wall and the door to see if any others could be a threat.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
2d20 ⇒ (17, 8) = 25
1d8 + 6 + 1d6 ⇒ (8) + 6 + (6) = 20
1d8 + 6 ⇒ (5) + 6 = 11
-
1d20 + 2 ⇒ (9) + 2 = 11
1d6 + 2 ⇒ (5) + 2 = 7
As most of the party circles around the kill zone in an attempt to close the trap, the two Black Arrows take quick shots at the remaining ogre and then slowly weave their way through the wooden stake barrier to get to safety. The arrows that sink into the ogre's chest bury themselves deep, but the wounds aren't lethal. They do however enrage the lumbering monster.

It turns from side to side and spots Kargas almost within its reach to the south. It takes a step toward him, and immediately the ground yields underfoot. The ogre tumbles into another pit, getting stabbed by the stakes at the bottom.

While this is going on, Colvyn has slipped back toward the northwest. He doesn't spot any other ogres approaching close, nor does he hear the sounds of anything big moving through the copse of trees. The blinded ogre is nowhere to be seen. (It'll take a few rounds to get back through the copse of trees to check out the state of the walls and gate)

|||| INIT ||||
Colvyn (26 dmg)
Flo (18 dmg)
Jakardros
Vale
Kellek
Guiness
Kargas

Red Ogre (38 dmg, prone)


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

"Well, that wasn't so bad." Kellek says brightly. "Kargas you really do have a gift for sharp sticks, and manual labor."

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness shifts a bit more towards the forward edge of the trap and hides, waiting in case there are more ogres coming their way.

5,851 to 5,900 of 8,440 << first < prev | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Revival of the Runelords Gameplay All Messageboards

Want to post a reply? Sign in.