Ringtail's Rise of the Runelords

Game Master Ringtail

Ringtail's Rise of the Runelords - Chapter 1: Burnt Offerings

The party, along with their newest ally, brave the perils of the Nettlewood in order to face the goblin threat at Thistletop and put an end to the menace once and for all.


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Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

I have nothing that will reach the fleeing grub.
AOO: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 61d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Gorgoron thrusts again at one of the Goblins within reach of his spear:
1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 161d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6


Male Half-Elf Hedge Witch 1

[ooc]Dherisan casts a slumber hex on the fleeing goblin. DC 14[/dice[


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Initative:
Goblins (24)
Dehrisan (18)
Gorgoron (16)
Lleneth (11)
Ansruath (9)
Alyoma (5)

COMBAT MAP

We still haven't heard from Alyoma to get her 3rd round action up. To be able to move along, I'm just going to have her use minute meteors on the fleeing goblin, since she is the only one who will get to go before it in the initiative order.

Goblin reflex save vs minute meteors: 1d20 + 2 ⇒ (6) + 2 = 8
Minute meteor damage: 1d4 + 1 ⇒ (2) + 1 = 3

Goblin A's attack on Gorgoron: 1d20 + 2 ⇒ (12) + 2 = 14
Goblin D's attack on Ansruath: 1d20 + 2 ⇒ (6) + 2 = 8
Goblin F's attack on Ansruath with a penalty from being prone: 1d20 - 2 ⇒ (12) - 2 = 10

Goblin A's will save vs slumber hex: 1d20 - 1 ⇒ (17) - 1 = 16
Does anyone else think it odd that with a penalty the goblins are successfully saving against sleep half of the time, but with a bonus against the same DC are horribly failing minute meteors?

Alyoma calls down another column of shooting stars, dropping the wounded, fleeing goblin in an instant. The goblins that remain standing attack futilely- their ownly advantage (numbers) having been taken from them. They attack with great fervor, despite obviously loosing the battle, and leave their slumbering comrades to their fates. Another tries to climb to his feat after a clumsy swipe (provoking another AoO from Ansruath - don't forget the +4 for attacking a prone target). Dehrisan hisses another sleeping curse, its magic gripping another goblin who involuntarily yawns as he manages to shrug off its effects -since Dehrisan's targe fell, I switched to another; I hope that was okay. Because of his reach weapon Gorgoron will need to 5' step back for an attack- if he doesn't want to do so, let me know and I'll fix it. Gorgoron takes two steps back and thrusts his spear into the belly of one of your foes, staggering it as it gushes blood. Moments later Lleneth's whip rips its nearest ally off its feet. Heartbeats after the half-elf cut down one of the green-skinned cretins he lashes out again, but his blade falls short of its mark.


Male Human Bard 3

Total Bardic Rounds used: 4. 7 remain.

With naught but one goblin left, Lleneth opted to stop his rousing tale of daring just before it got to the good part. Not wanting to let any of the goblins escape, he lashes his whip once more at the only goblin still standing, aiming to trip it up and prevent its escape.

Trip to Goblin A:1d20 + 7 ⇒ (6) + 7 = 13

"Beautiful hit there, Alyoma. Thanks a million."


Male Half-Elf Hedge Witch 1

"The sleeping ones won't stay down for long," Dherisan cautions. [b]"They'll start waking up in a few more moments, so one way or another, something needs to be done about them. As he speaks, he steps towards one of the slumbering goblins and draws his staff, ready to strike should he need to do so.

Moving to a sleeping goblin and readying an action to whomp it if it wakes up and takes any hostile action or tries to flee.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Gorgoron thrusts fiercely at the last conscious goblin.

He goes before Lleneth, so he'll still get the bardic affect from last round
1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 191d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

"Dehrisan? Are you taking them alive now? I thought that was only my perspective. If we do, what are we to do with them out here?"


Male Half-Elf Fighter 3

Round 5, 18/31, Init 9

Ansruath growls before swinging at another goblin.
Attack and Damage Roll:1d20 + 6 ⇒ (20) + 6 = 261d10 + 10 ⇒ (6) + 10 = 16
Crit Confirm:1d20 + 6 ⇒ (14) + 6 = 201d10 + 10 ⇒ (3) + 10 = 13

AoO:1d20 + 10 ⇒ (5) + 10 = 151d10 + 8 ⇒ (7) + 8 = 15


Male Half-Elf Hedge Witch 1

"I believe in preserving life when and where I can. In Sandpoint, that goblin's death was a foregone conclusion, whether by our hands, the hands of a mob, or by execution following a trial. I offered the greatest mercy I knew in the circumstances, but this is not the same situation. In any case, we'll need to bind them quickly, and decide what to do with them afterwards."


"Just deal with the horrid goblins and let's press on," Alyoma comments, her lack of sympathy for the goblins obvious. "Left alive, they'll just attack good folk later."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

With a few more quick steps and strikes the goblins that remained standing fall, their lives ended in a matter of heartbeats, leaving only those in magically induced slumber alive and ignorant of their most dire of circumstances. A cursory glance over the corpses shows that they have little if anything of value, and many of them bare fresh scars and wounds that had not fully mended, likely sustained in the raid on Sandpoint. Their insignia is out of place in Thistletop territory, marking them as allies, or possibly leaderless refugees. The goblin who earlier fled lies slowly bleeding in a heap a short jaunt to the East, but most if not all of the other fallen's injuries were severe enough to slay them outright. The sleeping duo will not remain so for much longer.

Before moving on with the next area, is there anything that anybody wishes to do? Also, I need to know what the party's plans are for the enchanted ones.


Male Human Bard 3

"Tie up the sleeping ones, put the bleeding one out of its misery?" Lleneth suggests, putting his dagger away.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

"I can bind his wounds. If we are leaving some here, we might as well spare as many as possible.

Gorgoron goes over to the injured goblin, and while someone watches him, with weapon poised, Gorgoron binds his wounds with strips of cloth.
Heal check: 1d20 + 3 ⇒ (13) + 3 = 16

"Whoever is doing the binding, make sure you tie them tight. The last thing we want is to find them free and waiting for us when we come back this way."


Male Half-Elf Fighter 3

"I say we kill them but if you want to tie them up I suggest making it very tight." Ansruath says after hearing the others.


Male Half-Elf Hedge Witch 1

"Very well then, let's see to their wounds and bind them. I've no skill with rope, but perhaps someone more practiced could tie a knot that they could work free of in a day?"

It sounds like we're going to tie them up and move on.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

After stabilizing the dying and tying up the remaining goblins as they begin to rouse from their magically induced slumber, being sure to gag them lest they call out for aid from their brethren, the group presses forth through the thickets and briars of the Nettlewood toward Thistletop to put an end to the green-skinned hordes once and for all (hopefully).

Soon the party forces their way through the brush into to another clearing along the twisting path. The floor and "walls" (tightly packed messes of impassable weeds and brambles) of the musty-smelling area are covered with matted, wiry fur. Well-gnawed bones lie scatered about the floor, and a dozen wooden stakes have been driven into the ground near the edges attached to frayed and useless ropes. The cloying musky scent lies heavier in the air to the east, where a moist nest of red and black hair rests. A quartet of strange creatures, the likes of which most of you have seen before glower and eye you. They raise their haunches and give a strange call, somewhere between a hiss and a bark.

These creatures mangy faces have flat noses and beady eyes. Rat-like teeth protrude from their jaws, having grown grotesquely large. Tiny clawed forelegs and a long, whip-like, hairless tail add to their verminous appearance. The smell of sun-baked sewage practically steams off their patchy fur.

Knowledge (nature) DC 11:
These creatures are goblin dogs; a common animal in Varisia, more akin to rats than canines. They are vicious and attack in packs. Goblins seem to hold a special affinity for them, hence the name, and train them surprisingly well to act as mounts and guards. They are notable for their saliva and dander, which almost every living creature seems to be allergic to. While not deadly in and of itself, it does cause a painfully irritating rash that could easily become infected by the goblin dogs' habitat and distract a warrior from fully defending themself.

Will have initiative up as soon as I build a map for the area, hopefully tonight if this blasted laptop would like to keep co-operating. I'll assume the same marching order as before unless I hear otherwise.


Male Human Bard 3

Knowledge (I'm a freaking Bard):1d20 + 3 ⇒ (3) + 3 = 6

Drat! I know what they are but Lleneth doesn't! AWKWARD ENSUES.

"Huh... more company, something none too friendly it appears. What do you think, guys. Still interested in that story of mine?" Lleneth whispers to his friends.


Male Half-Elf Fighter 3

Ansruath looks at the beasts for a moment before saying "Didn't the goblin leader we let go ride on one of those?" His sword at the ready as he speaks.


Male Half-Elf Hedge Witch 1

Knowledge (Nature): 1d20 + 9 ⇒ (10) + 9 = 19


Male Half-Elf Hedge Witch 1

"He did. The goblin's I've met in my travels often use them as watch-dogs, so we must be close, and I doubt their masters are far off. It would behoove us to drop them before they can give away our position. Also, the sound they make when agitated is rather annoying, and I'd just as soon not have it piercing my ears." He thinks carefully as he readies his crossbow." Careful, though," the witch adds. Most of them carry some rather unpleasant diseases."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Combat Map

Initiative rolls:
Alyoma 1d20 + 1 ⇒ (9) + 1 = 10
Ansruath 1d20 + 5 ⇒ (18) + 5 = 23
Dherisan 1d20 + 4 ⇒ (8) + 4 = 12
Gorgoron 1d20 + 1 ⇒ (4) + 1 = 5
Lleneth 1d20 + 2 ⇒ (15) + 2 = 17
Enemies 1d20 + 2 ⇒ (12) + 2 = 14

Initiative restated, in order:
Ansruath
Lleneth
Enemies
Dehrisan
Alyoma
Gorgoron

GM's rolls for later:
1d20 + 13 ⇒ (20) + 13 = 33
Alyoma 1d20 + 3 ⇒ (4) + 3 = 7
Ansruath 1d20 + 2 ⇒ (19) + 2 = 21
Dherisan 1d20 + 7 ⇒ (11) + 7 = 18
Ember 1d20 + 7 ⇒ (19) + 7 = 26
Gorgoron 1d20 + 5 ⇒ (16) + 5 = 21
Lleneth 1d20 + 6 ⇒ (19) + 6 = 25


Male Half-Elf Fighter 3

Round 1, Initiative: 23, 18/31 HP
Ansruath says "I am going to move ahead than." With his blade at the ready he moves forward.

Move to J-9


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Round 1 Initiative 5
HP 24/24

Gorgoron's action will depend on everyone elses, as he goes so late in the round. If the beasty at H9 is still alive, he will move into range at H7 and attack it. If not, he will move into range, and throw a Firebolt at a creature without attackers.

Spear Attack:

1d20 + 4 ⇒ (1) + 4 = 51d8 + 3 ⇒ (3) + 3 = 6

Firebolt:

Attacking vs. Touch AC: 1d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (1) + 1 = 2


Male Human Bard 3

Lleneth will full-defense and move his way forward.

Moving to J-7, then total defense to make his AC 21 for the turn.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

COMBAT MAP

Goblin Dog A's attack on Ansruath with a charge: 1d20 + 4 ⇒ (15) + 4 = 19
Goblin Dog B's attack on Ansruath with a charge: 1d20 + 4 ⇒ (19) + 4 = 23
Goblin Dog C's attack on Ansruath with a charge: 1d20 + 4 ⇒ (20) + 4 = 24
Critical confirmation roll: 1d20 + 4 ⇒ (1) + 4 = 5
Goblin Dog D's attack on Ansruath: 1d20 + 2 ⇒ (11) + 2 = 13
Damage on Ansruath: 3d6 + 9 ⇒ (1, 5, 4) + 9 = 19
Ansruath's fortitude saves vs. allergic reaction: 1d20 + 6 ⇒ (9) + 6 = 15, 1d20 + 6 ⇒ (20) + 6 = 26, 1d20 + 6 ⇒ (6) + 6 = 12

Start of round 1 resolution:

Ansruath strides forward, his elven curveblade at the ready. The hissing rat-dogs turn their attention toward the half elven warrrior at his approach. Lleneth is not far behind, but before anyone else is able to react the disgusting creatures spring into action charging toward Ansruath. Fangs sink into his flesh at all angles, pulling him to the ground with all their might in a display of ferocity.


Male Half-Elf Hedge Witch 1

Is Dherisan able to move forward and catch a few Goblin Dogs with Burning Hands without hitting Ansruath? If so, that's what he'll do. Otherwise, it'll be a slumber hex on one of them. In either case, DC 14 save. Ref for half in the case of burning hands, will negates slumber.

Burning Hands Damage: 3d4 ⇒ (1, 3, 3) = 7


Male Half-Elf Fighter 3

Ansruath is at -1, and how the hell did 3 out of the 4 roll high enough to hit me with a +4 attack roll.....


Round 1, Init 10
Alyoma moves forward to behind Lleneth, shocked at the viciousness of the dogs.
"Gorgoron, Ansruath is down! Help him!" she cries out.
She fires bolts of force at the dogs, hoping to kill some of the nasty critters.

AC 16, 17/17 HP
3/6 minute meteors
4/6 1st level spells
Move to J6.
Cast magic Missile on dog at I 10.
Damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

COMBAT MAP

Initiative:
Ansruath
Lleneth
Enemies
Dehrisan
Alyoma
Gorgoron

Goblin Dog A's reflex save: 1d20 + 4 ⇒ (1) + 4 = 5
Goblin Dog B's reflex save: 1d20 + 4 ⇒ (12) + 4 = 16
Goblin Dog D's reflex save: 1d20 + 4 ⇒ (16) + 4 = 20

GM's rolls:
1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 1 ⇒ (18) + 1 = 19
1d20 + 13 ⇒ (16) + 13 = 29

Round 1 resolution continued:
Dehrisan hurries toward the front lines and with an arcane word fans his fingers. Flames erupt from his palms and engulf three of the four rat-faced canines. They dive for safety, but the one nearest the half elven witch is unable to fully escape the fiery wrath. It whimpers and hisses in response, standing on shaky legs, obviously wounded. The others are singed...and angry. Heartbeats later, shimmering bolts of force streak through the air. Alyoma's attack slams into one of the beasts in the rear who growls in pain and casts about nervously-their simple minds not comprehending the magical assaults.

Gorgoron, did you still want to attack, or do you want to change your action now that you've had a chance to see where everyone is and what they've done by your initiative count?


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

He'll change his action.

Gorgoron rushes in to help Ansruath. He draws his wand and uses it to heal the fallen elf. Move to J8. He's using the wand since it doesn't provoke an AOO as a spell would, and since I can't really get close enough to pull him out of the fight.

Ansruath heals: 1d8 + 1 ⇒ (5) + 1 = 6


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

That'll put Gorgoron in an excellent position to use the long spear he has been favoring lately as well. And with that action, we are back up to the top of the initiative count with Ansruath. If Ansruath and Lleneth want to declare their action while everyone else waits for the enemies to resolve to see how it influences them, that would be fine.

Ansruath's eyes flutter open as the most grievous of his wounds magically knit to see the dwarven priest standing above him. The hissing and yelping of his foes lets him know that the battle is not yet won.


Male Human Bard 3

On his turn, Lleneth will be stepping next to Gorgoron while pulling out his own wand. Then he will be zapping Ansruath with it.

Step to K8, and procure a second cure light wounds! Sadly, I lose my buckler for the turn because I'm still holding a whip. Ahh well.

Cure Light Wounds1d8 + 1 ⇒ (5) + 1 = 6


Male Half-Elf Hedge Witch 1

Dherisan' brow furrows in worry as he sees Ansruth collapse, and he is only mildly comforted by the hasty reaction of Gorgoron and Lleneth. He hisses softly as he locks eyes with the beast nearest the fallen warrior, trying to concentrate through Ember's frantic yelping.

Slumber Hex on the Goblin Dog closest to Ansruath. DC 14 Will save to negate.


Male Half-Elf Fighter 3

Round 2, Inti 23, HP 5/31
I might regret this.
Ansruath looks around after falling in battle. He moves to stand up to take a swing at one of the beasts.

Attack and Damage Roll1d20 + 6 ⇒ (12) + 6 = 181d10 + 4 ⇒ (7) + 4 = 11


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

EDIT: Way to freak out browser...


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Initiative:
Ansruath
Lleneth
Enemies
Dehrisan
Alyoma
Gorgoron

MAP

Trying this again, hopefully without the wierd double/triple post action going on. Let's try to throw the right number of attacks with the correct bonuses to hit, shall we?

AoO on Ansruath: 1d20 + 6 ⇒ (12) + 6 = 18
AoO on Ansruath: 1d20 + 6 ⇒ (15) + 6 = 21
AoO on Ansruath: 1d20 + 6 ⇒ (9) + 6 = 15
AoO on Ansruath: 1d20 + 6 ⇒ (5) + 6 = 11
Damage on Ansruath: 2d6 + 6 ⇒ (5, 2) + 6 = 13

GD A's attack on Dehrisan: 1d20 + 2 ⇒ (12) + 2 = 14
GD B's attack on Dehrisan: 1d20 + 2 ⇒ (8) + 2 = 10
GD C's attack on Lleneth: 1d20 + 2 ⇒ (7) + 2 = 9
GD D's attack on Lleneth: 1d20 + 2 ⇒ (13) + 2 = 15
Damage on Dehrisan 1d6 + 3 ⇒ (1) + 3 = 4

Ansruath's fortitude save: 1d20 + 6 ⇒ (1) + 6 = 7
Ansruath's fortitude save: 1d20 + 6 ⇒ (4) + 6 = 10
Dehrisan's fortitude save: 1d20 + 2 ⇒ (17) + 2 = 19

Ansruath, grips his sword and rises to his feet, but before he can even place himself into a proper stance to swing his blade the beasts descend upon him, their fangs shearing flesh and pulling him every which way. Luckily Lleneth is right behind him and with the flourish of a wand staves off the most grievious of the wounds suffered, but the half elf remains down, his many wounds starting to grow red and blotchy with an unsightly rash. -2 hp if I did my basic math correctly. Ansruath takes a –2 penalty to Dexterity and Charisma for 1 day due to an allergic reation to the goblin dogs. The rat-faced dog creatures split to flank the party's front line, the duo that were heavily wounded nervosly nip at Dehrisan, obviously weary of more sudden flames, but too stupid to understand their origins. The others futilely attack the newest member of your group, but their assault fails to land anything significant.

Great, dice rolls are all in order and directed properly and people have saving throws as opposed to another 6 AoO on Ansruath.


Male Half-Elf Fighter 3

At least the goblin dogs are wasting the high rolls on me. With the +6 from Lleneth yeah at -2.


Male Half-Elf Hedge Witch 1

Has it been over 3 hours since we started? If not, Dherisan should still have a 16 AC from Mage Armor.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Apologies, you are correct (I wasn't even thinking, just clicked over your alias while typing). It has not nearly been 3 hours yet. Strike the damage. I'd edit it out, but it has unfortunately just hit the 1 hour mark since the post, preventing me from doing so.


Round 2, init 10
Alyoma again moves forward and launches bolts of force at the dog near to Ansruath.

AC 16, 17/17 HP
3/6 minute meteors
3/6 1st level spells
Move to J7.
Cast magic Missile on dog A at I9.
Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Does it provoke an aoo if I try to drag Ansruath back from the dogs?


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Gorgoron:
It would depend on how you went about things; combat maneuvers automatically succeed when used on an unconscious target, IIRC, so you could use Gorgoron's standard action to use the "reposition" maneuver and shunt him to I- or K-7, this would provoke an AoO, but only from Ansruath (not the goblin dogs), but he is in no condition to make the attack even if he for some reason wanted to. If you wanted to "drag" him though, you're movement backward would provoke AoOs while moving Ansruath. In either case, forced movement doesn't provoke AoO unless specifically stated, so Ansruath would be safe from attacks. Alternatively you could pick him up like an object (a move equivolent action that provokes AoO on you) and them move him at your leisure, thanks to slow and steady, until you decide to set him down (a free action to drop an object). If you were planning on moving him far, the final option would likely be your best option, to just get him off the front line, the "reposition" option would likely be your safest choice.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Gorgoron grabs a hold of Ansruath with his free hand and shoves him back behind himself.

Ok, he'll use the reposition maneuver to move Ansruath to J-7.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Initiative:
Ansruath
Lleneth
Enemies
Dehrisan
Alyoma
Gorgoron

COMBAT MAP

Goblin Dog B's will save vs. slumber hex: 1d20 + 1 ⇒ (7) + 1 = 8

With hooked fingers and an arcane hiss, Dehrisan steps back to safety, directing a curse of slumber at one of the beasts. It sways groggily for a moment before tumbling to the dirt, it feet kicking as it growls, chasing something in its sleep. If the creature weren't so undeniably hideous, it would almost mar the heat of battle with its cute display. Seconds later Alyoma unleashes another barrage of shimmering bolts of force, these slamming into the animal beside the one that the witch had moments before dropped. It whimpers and collapses. Grabbing his fallen comrade, Gorgoron quickly yet carefully pulls Ansruath from the fray and swings him safely behind himself, leaving only two of the goblins' pets to topples.

Ansruath is down, but stable, bringing us back to Lleneth.


Male Human Bard 3

Ah, dear. The fighter was down, and so Lleneth had to help in direct combat. He was never the best at this sort of thing. Still... He tried, lashing his whip to try and trip the wounded dog before him.

Attack defensively at a -4, tripping the wounded dog right next to me.1d20 + 3 ⇒ (19) + 3 = 22

AC is 19 this turn.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Gorgoron also takes a defensive posture, and reaches back with his wand to touch the bleeding and ravaged elf lying behind him.

Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

There, good as new... :b

EDIT: Trying to save my spells, since we haven't even gotten into Thistletop yet, but given the way the fight is going, I'll hit you with a CMW next round.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

COMBAT MAP

Initiative:
Ansruath
Lleneth
Enemies
Dehrisan
Alyoma
Gorgoron

Lleneth flicks his whip, its tip wrapping about the animal's front paws before him. With a tug he sends the off balance animal sprawling into the dirt. The standing dog-creature growls and lunges for Lleneth's throat...
Goblin Dog C's attack on Lleneth: 1d20 + 2 ⇒ (13) + 2 = 15
...but its attack is clumsy and doesn't meet with flesh. The remaining dog staggers to its feet (provoking an AoO from Lleneth, and Gorgoron if he has a melee weapon at the ready; don't forget your +4s for attacking a prone target). It too bites for the bard who dragged it down moments before...
Goblin Dog D's attack on Lleneth: 1d20 + 2 ⇒ (18) + 2 = 20
Goblin Dog D's damage on Lleneth: 1d6 + 3 ⇒ (1) + 3 = 4
Lleneth's fortitude save vs. allergic reaction: 1d20 + 3 ⇒ (9) + 3 = 12 Successful on the dot.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

My spear is too long, so he is not in my threatened range. That, and I technically have a wand in one hand, meaning my spear is not 'ready' in any event. I don't think whips threaten at all, unless you have a feat.


Round 3, Init 10
Alyoma moves forward next to Gorgoron, and again launches bolts of force at the dog near to Lleneth.

AC 16, 17/17 HP
3/6 minute meteors
2/6 1st level spells
Move to I8.
Cast Magic Missile on dog C at K9 (or dog D at L9, if K9 dies to AoO).
Damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Combat Map

Initiative:
Ansruath <---
Lleneth
Enemies
Dehrisan (needs resolution for last round)
Alyoma
Gorgoron

Evoking the magic secrets within her blood, Alyoma conjures more shimmering bolts of pure force which erupt from her palm and draw a painful yelp from the creature before Lleneth as they slam into its side, severely wounding the beast who stands and moves shakily with a noticeable limp. The dwarven priest of the Dawnflower gestures precisely with his wand uttering a single soothing word to activate its divine healing magics. Soft, warm energy flows into Ansruath cleansing and knitting only a handful of his more minor scrapes and scratches, but breathing enough life back into the half elf that his eyes wearily flutter open and his shallow breathing returns to a more regular pace.

Back to Ansruath, who is now awake, albeit barely. I'll check with Dehrisan via email or in a discussion thread to see if he'll finish out the fight. If not I'll run him as a NPC until we get to a logical point for him to depart the party.


Male Half-Elf Fighter 3

Round 5, 0/31
I think it is round 5.

Ansruath looks around at the group before shaking his head at the dumb idea he had by trying to stand.

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