SeanDM's Leverage

Game Master Mur

Heroic-Level Eberron Campaign
Starting at 2nd lvl


451 to 500 of 578 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Male Human Fighter 2

Thringorn charges to S2 and attacks and marks Skeleton 1.

Attack vs. AC

1d20 + 10 ⇒ (2) + 10 = 12

horrible, but at least I have position I guess.


Female Githzerai Seeker 2

If at first you don't succeed...

Grappling Spirits at Skeleton Warrior 2
1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9 vs AC, miss. Ugh, what's the critical miss procedure?

HP: 28/28 surges: 5/7 AP: 1/1


@Thringorn, Skel 1 is on top of the wall... I don't think your sword is long enough... You can still move to that position if you wish.
--
@Zvia, there's nothing more than a miss with a 1. Your bow doesn't break or anything... you're fine.


Female Eladrin Bard 2

Orla calls to the group, "Something is very wrong with time. It's not winter out there like it's supposed to be. If anything it's early summer."


Female Genasi - Cindersoul Swordmage 2

@DM - Although Orla is more important to me, I can see that Haas is taking point and I would have used my shield on him. He takes no damage.

Aegis of Shielding on A3
Before I begin moving again, I gesture to the 3rd archer and then I am on my feet. I run up to my comrades behind the rubble wall and speak with them for a moment before stepping out enough (Q5) to go after the archer on the ground (A1).

Didn't your mother ever tell you that it is impolite to block your guests from the exit?

Lightning Lure
1d20 + 7 ⇒ (9) + 7 = 16 vs Fort thankfully
He is pulled to R4 and takes 1d6 + 6 ⇒ (3) + 6 = 9

I yell to Orla... After all we experienced in the dungeon below, could it be magical? Look with your other senses. What do you REALLY see?


Male Human Blackguard Level 2

Alester will attack the the archer at I7 with Ferocious strike which will give me a much needed +2 to attack next turn

"The dead fight well!"

Attack roll VS AC: 1d20 + 5 ⇒ (7) + 5 = 12 No hitting anything with that roll!

I will also use my action point to take another action and use my second wind so + 8 HP

"You think you can stop me????? My fury will be your undoing!!!"

Current HP:19/32 Surges:7/12 AP:1


After Orla draws your attention to it. You each begin to notice in your own ways that she is right... something is wrong with the weather or the time. Some of you have only been in Fort Bones for a week or so. It should be mid Olarune (February), but it seems to be mid Nymm (June).

  • Alester realizes with a shock that he missed Baker's Night and Promisetide -- he can just feel it in his spirit rather than with any senses (these are two extremely important holidays to the Curch of The Silver Flame celebrated in the beginning and end of Dravago (May)). Alester turns the shock into anger and just keeps fighting.
  • Savi notices the warmth in the air (way too warm for mid winter)... She's surprised she didn't notice it before, but the warmth of the summer sun energizes Savi rather than stuns her.
  • Thringorn notices that his armor is not as stiff as it should be in the cold air. He thought it might be the sudden activity that was warming his joints, but it must be something more. Thrin pauses to contemplate what else he may have missed...
  • Zvia notices all of that and more -- little details like flecks of pollen still floating in the air, a soft hint of flowers out beyond the walls, birds that should not be in the sky this early in the year fly past the castle (her senses are far better than everyone elses). She spends far too long taking it all in and she is stunned by what she sees.

    Each of you have your brains assaulted by the realization. If everything you know about the world is right, you are missing almost half a year of your life - it's JUST GONE...
    Attacks vs Will, Orla gives you a +2 bonus to your Will Defense:
    - Alester: 1d20 + 4 ⇒ (13) + 4 = 17, miss (thanks to Orla's +2!!)
    - Savi-Kai: 1d20 + 4 ⇒ (1) + 4 = 5, miss
    - Thringorn: 1d20 + 4 ⇒ (13) + 4 = 17, HIT!
    - Zvia: 1d20 + 4 ⇒ (18) + 4 = 22, HIT!
    Effect of Hit: You are Dazed (you get one action) a save ends the effect.

    Effect to players...
    Thringorn and Zvia are Dazed at the start of their NEXT TURN (save ends)

    PS. Orla can check with her Spellcraft Skill, but it would take a HUGE illusion of EPIC power to blanket the fields about Fort Bones... and she can see quite a distance from the wall.


  • Male Human Fighter 2

    Oh, I thought that Skeleton was on the ground protecting the exit. That being the case, Thringorn will move and attempt to lift the gate blocking the exit. Strength check required for lift or break?

    Strength Check

    1d20 + 4 ⇒ (12) + 4 = 16


    @Savi - Archer1 is actually on top of the wall (same reason why Thrin couldn't hit him)... That means he has cover from your attack, but no matter, you still hit!
    Savi's lightning grabs hold of the skeleton above the gatehouse and pulls him without fail off the edge of the wall, he hits hard on the ground and bursts into necrotic energy.

    Save vs Falling: 1d20 ⇒ 4 <-- Nope! He's Falling :)
    Damage from Fall: 2d10 ⇒ (10, 5) = 15

    Archer1 is Badly Bloodied!
    Skeleton immediate reaction to Bloodied and/or Death:
    Close Burst 3 (everyone within 3sqrs of R4), attack vs REF for 1d6 + 2 ⇒ (2) + 2 = 4 necrotic damage.
    : Thringorn : 1d20 + 5 ⇒ (5) + 5 = 10, miss
    : Savi : 1d20 + 5 ⇒ (9) + 5 = 14, miss

    : AllyE : 1d20 + 5 ⇒ (6) + 5 = 11, miss
    : AllyF : 1d20 + 5 ⇒ (11) + 5 = 16, Hit for 4 necro damage

    @Thringorn - The gate is is a tough lock, you need to beat a DC 20 to break the gate open
    The Gate flexes but doesn't give.


    Female Eladrin Bard 2

    Arcana: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17

    I will be very happy to get rid of that -2 penalty sometime soon...


    @Orla: a 17 is a pretty good result (beats most moderate to difficult DCs of your level)... and that -2 should be off soon enough - one more milestone.

    Orla, when you stretch your senses out to touch the fabric of arcane energy, you first feel the obvious evocation and abjuration taste of the magic items in your area (your sword, Zvia's bow, Thanis's armor...), then you get an immediate, yet subtle, necrotic flavor from Thanis himself (probably due to his recent rise from the dead - and elves in Eberron tend to be sensative to the presence of Necrotic Energy, moreso than the other races). What surprises you is the strong and complex transmutation feel from the area of the Keep you just left -- strong enough, that you can't believe the others don't see the magic you see. A powerful series of spells must be layered in that area... but nothing that would lead you to believe that what you're seeing about the weather is fake.

    Orla, you are pretty confident that you would know if there were a strong illusion on the area or enchantment on you-all.
    What you're seeing must be true.


    Niri's spirit beast finishes off the skeleton on Alester.
    Archer7 is Dead!
    Skeleton immediate reaction to Bloodied and/or Death:
    Close Burst 3 (everyone within 3sqrs of J7), attack vs REF for 1d6 + 2 ⇒ (6) + 2 = 8 necrotic damage.
    : Alester : 1d20 + 5 ⇒ (12) + 5 = 17, HIT! for 8 damage.
    : Rallnik : 1d20 + 5 ⇒ (14) + 5 = 19, HIT! for 8 damage.
    : both of Niri's Spirit Creatures : won't do enough damage
    : The skeletal warrior is reenergized (heals)

    Rallnik and his men still try to keep the pressure on the remaining skeletal warrior, while also backing out of combat (they are having little success at either)

    Thanis moves up onto the wall, while his men keep fighting (minor damage).

    -- ROUND 5 --

    The remaining karrnathi skeletal warrior goes after Rallnik and a fleeing ally (Corin).
    The archers continue to rain down arrows (or stab with their short swords).

    COMBAT DETAILS:


    ::ALLIES::
    Nirifanya: move to N8 (eberron spirit to K9); Attack with Spectral Tiger vs Archer7 -- finishing it off and adjacents gain temp hp.
    Rallnik: moves to K10. attacks warrior2: 1d20 + 8 ⇒ (3) + 8 = 11 vs AC, miss!
    Rallnik's Men: Attack Warrior2 and then shift away (1 hit)
    Thanis: double moves to U19
    Thanis's Men: #E and #F move to help Savi with the archer (1 hit), #G shifts away with his fallen comrade in towe, #H attacks (hit) and then fails his save


    ::ENEMIES::
    Warrior2: Karrnathi Skill 2 attacks, and can shift at any point during the attack (he shifts to M11 between attacks)
    Scimitar1 vs Rallnik: 1d20 + 9 ⇒ (2) + 9 = 11 vs AC, HIT for 1d8 + 8 ⇒ (3) + 8 = 11 -- Bloodies him.
    Scimitar2 vs AllyC: 1d20 + 9 ⇒ (10) + 9 = 19 vs AC, HIT for 1d8 + 8 ⇒ (1) + 8 = 9
    -
    Archer Ranged Shots vs AC:
    1: Stands, draws a shortsword, and attacks Savi: 1d20 + 6 ⇒ (17) + 6 = 23, HIT! for 1d8 + 4 ⇒ (2) + 4 = 6
    2: moves and shoots Thringorn: 1d20 + 6 ⇒ (20) + 6 = 26, CRIT!! for 8 + 4 = 12
    3: moves a bit and shoots Haas: HIT! (Bloodies AllyH)
    5: pulls a shortsword and attacks Hass: miss
    8: Shifts and (shortsword) attacks Niri: miss

    Total Damage to PLAYERS:
    Alester: 3 temp hp (from Niri), -8 hp (from exploding skel)... so -5 total
    Savi: (from archer) 6
    Thringorn: (from archer) 12

    Current Player Imprisonment Status:

    Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
    Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
    Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
    **Imprisonment effects last till you reach 1 more milestone.

    Enemy Defenses:

    Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
    **They explode with Necrotic Energy when Bloodied or Killed

    Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


    Map Notes:

    The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
    There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or climbing.
    There is probably a main enterance to the Keep on the other side of the courtyard (off map)

    The ally npcs are colored green (lettered A-H).
    Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
    BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

    RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
    ORANGE DOTS indicate Savi-Kai's mark.
    PURPLE DOTS indicate Thringorn's mark.
    BROWN DOTS are NPC marks.


    ======================================================================
    Initiative!:
    INITIATIVE -- bold shows who's turn it is
    Skel Warriors
    : 2:
    Skel Archers
    : 1: Bloodied! (near dead)
    : 2:
    : 3: Marked by Savi
    : 5: Bloodied!
    : 8:
    Alester
    Thringorn: Dazed (se)
    Savi
    Orla
    Zvia: Dazed (se)

    Nirifanya
    Rallnik: Bloodied!
    Rallnik's men
    : A : dying
    : B : dying
    : Corin :
    : Duller :
    Thanis's men
    : Egger :
    : Feln :
    : Gossen : Bloodied! (near dead)
    : Haas : Bloodied! Dazed (se)
    Thanis
    ======================================================================
    *"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)

    Dazed = You only get 1 action (an attack, a move, a minor...)
    (se) = save ends, at the end of your turn roll d20, if it's 10 or higher you're free, else you're still under the effect.
    All players are up!

    <<map>>

    Other Important Notes:

    The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick it/Blow it up in order to get past. All of which takes a Standard Action when you're adjacent to T2.

    There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check: DC 22 and requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

    There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

    Climb Rules
    Climbing - an Athletics Check made while moving (once per Move Action)
    Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
    Fail by five or more and you lose your Move Action and you are FALLING.

    Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so that's 5 squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to the top (and thus, TWO Athletics Checks)

    TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

    FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall, the DC to avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.


    Female Eladrin Bard 2

    Orla calls, "It's not magic, this weather is real. But we exited the inside of the dungeon, we came out of some heavy magic. Not sure why I didn't realize it before." Then she mocks the nearest skeleton archer.

    Vicious Mockery on Archer5
    1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 vs Will, hit!
    1d6 + 6 ⇒ (1) + 6 = 7 damage.


    Female Githzerai Seeker 2

    In my dazed state I can't think of anything to do besides launch another arrow at that damned warrior.

    Grappling Spirits at Skeleton Warrior 2
    1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11 Apparently I'm dazed enough the arrow sails right by it.

    1d20 ⇒ 18, that's a save versus dazed, right?

    HP: 28/28 surges: 5/7 AP: 1/1


    Orla, there's not much time for you to ponder, but your first guess would be that you were inside the effect, and perhaps that's why you could not sense it... give yourself more time and you might be able to piece it together.

    Orla's arcan mockery finishes off the skeleton in front of her. It returns to death with one last blast of necrotic energy.
    Archer5 is DEAD!
    Skeleton immediate reaction to Bloodied and/or Death:
    Close Burst 3 (everyone within 3sqrs of U17), attack vs REF for 1d6 + 2 ⇒ (4) + 2 = 6 necrotic damage.
    : Haas : 1d20 + 5 ⇒ (16) + 5 = 21, HIT for 6 damage.
    : Thanis : 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14, miss
    : Orla : 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15, miss

    Zvia shakes out of her sensation haze and refocuses on the fight.
    yup, you saved!


    - PS. I had the wrong skeleton codes marked on the latest map. It should've been:
    Skeleton3 was marked by Savi - Orange dot
    Skeleton5 was Bloodied - Red dot (now it's dead and gone).
    ...
    And now Haas (AllyH) is near dead.


    Female Eladrin Bard 2

    Orla tells Haas, "Hang back here behind me and let Thanis take point for a bit."


    Male Human Fighter 2

    Thringorn takes a deep breath, sets his feet and breaks the gate wide open.

    Strength

    1d20 + 4 ⇒ (17) + 4 = 21


    The sounds of rending metal and splintering wood fill the courtyard.
    NICE ROLL!!! wow.
    The gate at T2 is open, the Door at U2 has a simple crossbeam "lock" on this side - it will only take a minor action to open that door.

    PS - Thrin, also roll your save vs Dazed


    Male Human Fighter 2

    Daze Save

    1d20 ⇒ 12

    Thringorn shakes his head and regains his composure.


    Female Genasi - Cindersoul Swordmage 2

    As much as I want to stay and figure out what happened, the resounding crack of the front gate is like music and I throw myself into clearing the way, regardless of necrotic explosions. Lightning arcs from my sword to A3 and then bounces to A2. Ozone sizzles in the air.

    Lightning Clash
    1d20 + 11 ⇒ (12) + 11 = 23 on A1
    Damage 1d8 + 7 ⇒ (7) + 7 = 14
    1d20 + 7 ⇒ (7) + 7 = 14 on A2
    Damage 1d6 + 5 ⇒ (3) + 5 = 8

    HP: 13/37 (bloodied), Surges: 6/11(-1), AP: 1/1


    @Savi, you have a move and minor action left if you want to use them to get the door open... That first hit is vs AC and the second is vs Ref, right? They both hit.

    Savi-Kai's lightning rips through the last bit of necromatic magic that held the archer together. He explodes in the familiar shower of energy.

    Archer1 is Dead!
    Skeleton immediate reaction to Bloodied and/or Death:
    Close Burst 3 (everyone within 3sqrs of R4), attack vs REF for 1d6 + 2 ⇒ (3) + 2 = 5 necrotic damage.
    : Savi : 1d20 + 5 ⇒ (8) + 5 = 13, miss
    : Thrin : 1d20 + 5 ⇒ (13) + 5 = 18, HIT! for 5 necrotic damage

    : Egger : 1d20 + 5 ⇒ (7) + 5 = 12, miss
    : Feln : 1d20 + 5 ⇒ (9) + 5 = 14, HIT! for 5 necrotic damage

    Total Damage to Players:
    Thringorn: 5


    Male Human Fighter 2

    Thringorn shakes off the necrotic damage and calls out to the others.

    "The way out is open!"

    HP: 34/42 Temp HP: 0/0 Surges:12/12 AP: 0/2 Buffs:+1 def while adj to dragon


    Female Genasi - Cindersoul Swordmage 2
    SeanDM wrote:
    @Savi, you have a move and minor action left if you want to use them to get the door open... That first hit is vs AC and the second is vs Ref, right? They both hit.

    Yes, first is AC and second Ref so all is good. Thanks for the reminder on the other stuff.

    I run over by Thringorn yelling and gesturing to the others.

    RUN! Everyone stop fighting and and get out of this ensorcelled place. This place is built to make them stronger and us weaker. How long do you think that they will follow us once we are free?!


    Male Human Blackguard Level 2

    I will take Savi's advice and double move towards the exit at R2.

    "I will stay here until everyone is out!"


    Niri tries to follow the crowd and sends his spectral tiger after the trailing archer.
    Rallnik breaks off from combat and tries to resque one of his fallen soldiers. His men continue to try and keep the last skeletal warrior busy.
    Thanis charges down the wall to try and stop the rain of arrows. His men are less brave, they're the first ones out of the keep (only Gossen shows any courage as he tries to carry his fallen comrade from the keep).

    -- ROUND 7 --

    The remaining karrnathi skeletal warrior goes after the fleeing ally. But his blades just sweep through the air as your two allies duck and dodge.

    And the last few archers launch a few more attacks. (Thanis is Bloodied!)

    COMBAT DETAILS:


    ::ALLIES::
    Nirifanya: shift to O7 (tiger to N6); Attack with Spectral Tiger vs Archer8: 1d20 + 5 ⇒ (5) + 5 = 10 vs Will, miss.
    Rallnik: moves grabs AllyB and ends up at K10.
    Rallnik's Men: Attack Warrior2 and then shift away (both miss)
    Thanis: charges to Archer3: 1d20 + 9 ⇒ (20) + 9 = 29 vs AC, CRIT!! for 8 + 4 = 12
    Thanis's Men: #E and #F flee the keep on a double move, #G continues to carry his fallen comrade, #H runs and makes his SAVE!


    ::ENEMIES::
    Warrior2: Karrnathi Skill 2 attacks, and can shift at any point during the attack (he shifts first)
    Scimitar1 vs AllyC: 1d20 + 9 ⇒ (4) + 9 = 13 vs AC, miss.
    Scimitar2 vs AllyD: 1d20 + 9 ⇒ (5) + 9 = 14 vs AC, miss.
    -
    Archer Ranged Shots vs AC:
    2: Shoots Thringorn: 1d20 + 6 ⇒ (5) + 6 = 11, miss!
    3: Draws a shortsword and attacks Thanis: 1d20 + 6 ⇒ (13) + 6 = 19, HIT! for 1d8 + 4 ⇒ (4) + 4 = 8
    8: Shifts and (shortsword) attacks Niri: 1d20 + 6 ⇒ (16) + 6 = 22, HIT! for 1d8 + 4 ⇒ (1) + 4 = 5

    Total Damage to PLAYERS:
    none

    Current Player Imprisonment Status:

    Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
    Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
    Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
    **Imprisonment effects last till you reach 1 more milestone.

    Enemy Defenses:

    Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
    **They explode with Necrotic Energy when Bloodied or Killed

    Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


    Map Notes:

    The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
    There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or climbing.
    There is probably a main enterance to the Keep on the other side of the courtyard (off map)

    The ally npcs are colored green (lettered A-H).
    Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
    BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

    RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
    ORANGE DOTS indicate Savi-Kai's mark.
    PURPLE DOTS indicate Thringorn's mark.
    BROWN DOTS are NPC marks.


    ======================================================================
    Initiative!:
    INITIATIVE -- bold shows who's turn it is
    Skel Warriors
    : 2:
    Skel Archers
    : 2:
    : 3: Marked by Savi
    : 8:
    Alester
    Thringorn
    Savi
    Orla
    Zvia

    Nirifanya
    Rallnik: Bloodied! Slowed (as he carries AllyB)
    Rallnik's men
    : A : dying
    : B : dying
    : Corin :
    : Duller :
    Thanis's men
    : Egger : OUTSIDE!
    : Feln : Bloodied! OUTSIDE!
    : Gossen : Bloodied! (near dead), Slowed (as he carries AllyA)
    : Haas : Bloodied! (near dead)
    Thanis: Bloodied!
    ======================================================================
    *"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)

    All players are up!

    <<map>>

    Other Important Notes:

    The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick it/Blow it up in order to get past. All of which takes a Standard Action when you're adjacent to T2.

    There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check: DC 22 and requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

    There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

    Climb Rules
    Climbing - an Athletics Check made while moving (once per Move Action)
    Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
    Fail by five or more and you lose your Move Action and you are FALLING.

    Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so that's 5 squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to the top (and thus, TWO Athletics Checks)

    TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

    FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall, the DC to avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.


    Male Human Fighter 2

    Thringorn will charge back into combat to help the fleeing prisoners. He will charge Skeleton 8 and mark him as he moves to O6.

    Attack vs. AC
    1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

    Damage

    1d10 + 4 ⇒ (6) + 4 = 10


    Solid hit! That's the first damage Archer8 has taken.

    Thrin wades back in to try and give some cover to the retreat... he also now hears sounds coming from the keep. The skeletal warrior's howl earlier has finally been answered -- you're about to face reinforcement!
    You probably have ~2 turns left.


    Female Githzerai Seeker 2

    Assessing the situation, I consider who my best target might be. My chances of doing significant damage to the archer are better, I suppose.

    Grappling Spirits at Archer 8
    1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9, my arrow goes wide again!

    Cursing my miserable aim today, I take a Telekinetic Leap to the top of the wall (U14).

    HP: 28/28 surges: 5/7 AP: 1/1


    Male Human Blackguard Level 2

    I will shift to S3 next to Thringorn to try to help to take out the skeleton. I will attack him with Ferouscious strike instead of my cuddly strike because you know I want to hurt it...

    Attack roll:1d20 + 5 ⇒ (7) + 5 = 12 Gaah that sucks...I will use my Heroic effort encounter action for a reroll

    Attack REroll:1d20 + 5 ⇒ (4) + 5 = 9 Sigh...

    Current HP:14/32 Surges:7/12 AP:1


    Female Eladrin Bard 2

    Orla sprints forward to take a position next to Zvia (U15), then joins in the gang attack on the remaining archer on the ground.

    Vicious Mockery on Archer8
    1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 vs Will, hit!
    1d6 + 6 ⇒ (6) + 6 = 12 damage

    Orla asks Zvia, "You do have some rope, right?"

    HP: 17/29 Surges: 4/8 AP: 1


    Alester, Thrin is attacking Archer8 (the one at N7). You cannot attack the one near the exit - he is on a wall, about 30feet up!
    (I'm going to have to work on my maps... this is the third time someone's tried to melee archer2 :/ )

    Do, you want to reconsider your action?


    Female Genasi - Cindersoul Swordmage 2
    SeanDM wrote:
    I have to work on my maps... this is the third time someone's tried to melee archer2 :/ [/ooc])

    We just really hate that guy... Honestly, the rest of the wall was smooth and I didn't notice the dark outline to indicate an outcropping by the door. It makes perfect sense and now I see it every time I look at it.


    Male Human Blackguard Level 2

    Lol my bad! Well lets pretend I tried to throw rocks at him and missed. With those rolls I couldn't of accomplished very much anyways...


    lol, no worries! :)
    Alester vents his anger, throwing insults and debris up at the archer...

    Meanwhile, Orla's insult severly injurs the remaining archer on the ground.
    Archer8 is Bloodied!
    Skeleton immediate reaction to Bloodied and/or Death:
    Close Burst 3 (everyone within 3sqrs of N7), attack vs REF for 1d6 + 2 ⇒ (2) + 2 = 4 necrotic damage.
    : Rallnik : 1d20 + 5 ⇒ (5) + 5 = 10, miss
    : Spirit Beast : doesn't matter - it can't do enough damage
    : Nirifanya : 1d20 + 5 ⇒ (20) + 5 = 25, CRIT! for 8 necrotic damage!
    : Thringorn : 1d20 + 5 ⇒ (6) + 5 = 11, miss
    : AllyG (Gossen) : 1d20 + 5 ⇒ (12) + 5 = 17, HIT! for 4 necrotic damage!

    Total Damage to PLAYERS:
    none.

    Savi-Kai, you're up


    Female Eladrin Bard 2

    How is Nirifanya looking?


    @Niri: That last hit Bloodied him, but he's okay. I think he is still in the teens. I'll double check when I get home, but Im fairly certain he's fine... even after the CRIT (he's only been hit once or twice) BUT! I think that Gossen is very close to 0 -- I'll have to check that too.


    I checked NPC status.
    Niri is at 15hp, he is just a bit Bloodied.
    Gossen is at 2hp, he is near death (and slowed b/c he's trying to carry another person)


    Female Eladrin Bard 2

    Orla says a Majestic Word to Gossen. (Healing surge +5.)


    Female Genasi - Cindersoul Swordmage 2

    I continue to urge everyone to leave quickly before our exit is blocked by reinforcements. I see Gossen struggling under the weight of the unconscious prisoner and becoming paler with each step. I sprint back through the doorway to take half of his burden and encourage him to keep moving.

    Before we continue, I adjust a few things to stabalize the fallen prisoner. 1d20 + 1 ⇒ (19) + 1 = 20

    We have moments only, my friends! If we must fight, it would be best on the other side of that door!


    Nirifanya makes ready to move towards the exit, purposefully trying to draw the mindless undead archers attention, and give Thringorn an openning.

    Niri is about to move to R2 which will draw an Opportunity Attack from Archer8, but since Thrin has it marked - he will get an Opportunity Attack on archer8 first!

    @Thrin: you get an OA on archer8
    - I'm going to wait till that's resolved before posting the rest of the actions, b/c it's possible that you could kill archer8 with one shot.


    Male Human Fighter 2

    AoO on Archer 8.

    1d20 + 9 ⇒ (5) + 9 = 14


    Thringorn misses his openning as the skeleton tries to hack at Niri. Nirifanya steps easily towards the exit, brings his dragon spirit closer to lend aid (Everyone gets +1 Def while adjacent to the dragon - not the tiger), and commands his tiger to harass the archer to no real effect.

    Most of your other allies listen to the shouts for retreat and continue to make for the exit (Rallnik is slowed as he drags the body of AllyB - his speed = 2). Thanis stays to fight, taking a solid chunk out of the archer on the wall... causing it to explode outwards in necrotic energy that falls harmlessly.


    @Savi: you are helping Gossen(AllyG) carry the fallen AllyA... he will move with you, and you two are not slowed since you're sharing the load

    -- ROUND 8 --

    The Karrnathi Warrior singles out Corin and in a whirl of scimitars shows why Karrnathi undead should be feared. Corin drops to the ground, dying, from two terrifying wounds in his chest. The warrior then advances on those of you fleeing letting loose an undead howl-like noise.
    Two of the archers continue to use their shortswords to not too much of an effect. And Alester feels an arrow fly past him from the archer above him on the wall.

    COMBAT DETAILS:


    1st up: Archer8 OA vs Niri: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14, miss.
    ...
    ::ALLIES::
    Nirifanya: moves to R2 (dragon to N5) - draws an OA from the archer8; Attack with Spectral Tiger vs Archer8: 1d20 + 5 ⇒ (5) + 5 = 10 vs Will, miss.
    Rallnik: double moves to N3.
    Rallnik's Men: Attack Warrior2 and then shift away (1 hit - minor damage)
    Thanis: attack Archer3: 1d20 + 9 ⇒ (14) + 9 = 23 vs AC, HIT! for 1d8 + 4 ⇒ (7) + 4 = 11
    : Archer3 is Bloodied! --Skeleton immediate reaction to Bloodied and/or Death:
    : Close Burst 3 (everyone within 3sqrs of U11), attack vs REF for 1d6 + 2 ⇒ (5) + 2 = 7 necrotic damage.
    : Thanis : 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5, miss
    : Zvia : 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14, miss
    Thanis's Men: #E and #F flee running on a double move, #G will move with Savi as far as she moves, #H runs


    ::ENEMIES::
    Warrior2: Karrnathi Skill 2 attacks, and can shift at any point during the attack (he shifts first to O11)
    Scimitar1 vs AllyC: 1d20 + 9 ⇒ (9) + 9 = 18 vs AC, HIT! for 1d8 + 8 ⇒ (8) + 8 = 16
    Scimitar2 vs AllyC: 1d20 + 9 ⇒ (13) + 9 = 22 vs AC, HIT! for 1d8 + 8 ⇒ (7) + 8 = 15
    -
    Archer Ranged Shots vs AC:
    2: Shoots Alester: 1d20 + 6 ⇒ (12) + 6 = 18, miss!
    3: (shortsword) attacks Thanis: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7, miss! it shifts
    8: (shortsword) attacks Thringorn: 1d20 + 6 ⇒ (10) + 6 = 16, miss! it shifts

    Total Damage to PLAYERS:
    none

    Current Player Imprisonment Status:

    Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
    Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
    Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
    **Imprisonment effects last till you reach 1 more milestone.

    Enemy Defenses:

    Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
    **They explode with Necrotic Energy when Bloodied or Killed

    Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


    Map Notes:

    The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
    There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or

    climbing.
    There is probably a main enterance to the Keep on the other side of the courtyard (off map)

    The ally npcs are colored green (lettered A-H).
    Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
    BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

    RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
    ORANGE DOTS indicate Savi-Kai's mark.
    PURPLE DOTS indicate Thringorn's mark.
    BROWN DOTS are NPC marks.


    ======================================================================
    Initiative!:
    INITIATIVE -- bold shows who's turn it is
    Skel Warrior
    : 2:
    Skel Archers
    : 2:
    : 3: Bloodied! Marked by Savi
    : 8: Bloodied! Marked by Thrin
    Alester
    Thringorn
    Savi: carries AllyA
    Orla
    Zvia

    Nirifanya
    Rallnik: Bloodied! Slowed (as he carries AllyB)
    Rallnik's men
    : Aeb : stable - being carried by Savi and Gossen
    : Beeld : dying - being carried by Rallnik
    : Corin : dying
    : Duller :
    Thanis's men
    : Egger : OUTSIDE!
    : Feln : Bloodied! OUTSIDE!
    : Gossen : Bloodied!, carries AllyA with Savi
    : Haas : Bloodied! (near dead)
    Thanis: Bloodied!
    ======================================================================
    *"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)

    All players are up!

    <<map>>

    Other Important Notes:

    The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick it/Blow it up in

    order to get past. All of which takes a Standard Action when you're adjacent to T2.

    There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be

    accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check: DC 22 and

    requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

    There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade.

    Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are

    closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

    Climb Rules
    Climbing - an Athletics Check made while moving (once per Move Action)
    Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
    Fail by five or more and you lose your Move Action and you are FALLING.

    Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so that's 5

    squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to the top (and thus,

    TWO Athletics Checks)

    TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If

    you succeed, no harm - you are fine. If you fail the check, you are FALLING.

    FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall, the DC to

    avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.


    Also...

    Everyone can now easily hear the sound of reinforcements coming...
    You don't have long.


    Male Human Fighter 2

    Thringorn will taunt the 2 skeletons around him and try and draw AoO as he moves towards the exit. He will move to just outside the exit and then wait for the rest of the group to get out, standing ready to attack anything that follows.

    "Think you're tough, I'll bet you can't even hit me!" shouts Thringorn.

    HP: 34/42 Temp HP: 0/0 Surges:12/12 AP: 0/2 Buffs:+1 def while adj to dragon


    The archer tries to catch Thrin, but it is not even close... it does provide a momentary openning for the Karrnathi Skeletal Warrior to strike -- it touches its blade to Thringorn and he feels the sharp and painful touch of the grave in his mind.

    Archer OA vs Thringorn: 1d20 + 6 ⇒ (2) + 6 = 8
    Karrnathi Warrior OA (
    Death Touch) vs Thringorn: 1d20 + 6 ⇒ (11) + 6 = 17 vs (any defense) WILL, HIT! for 1d8 + 6 ⇒ (4) + 6 = 10 damage.

    Total Damage to Thringorn: 10


    Female Githzerai Seeker 2

    I take my rope, make a loop around the crenellations, and make a secure knot. I don't know how long that will take, do I still get an attack this round?


    @Zvia: It's a Minor Action to pull out the rope, it's a Standard Action to make sure it is tied up correctly. You still have a Move Action left over if you want it.

    Climbing Rules:

    Climbing - an Athletics Check (DC 10 for a rope) made while moving (once per Move Action)
    Fail by four or less and you lose your Move Action (don't move). You don't fall, and you can spend another Move Action to keep trying.
    Fail by five or more and you lose your Move Action and you are FALLING.

    Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 50 feet up on its southern side, so that's 10 squares of climbing, or 20 squares of movement. That also means, that most characters need TWO or THREE Move Actions to get to the bottom (and thus, TWO or THREE Athletics Checks) -- unless you decide to drop down off the rope towards the bottom.

    TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

    FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this rope, the DC to avoid falling is 15). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.

    HOP DOWN
    Make an Acrobatics Check (DC 15) to hop down 10 feet and land standing.
    Action: Free check as part of a Move Action
    Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
    Failure: The creature falls.

    REDUCE FALLING DAMAGE (Trained in Acrobatics only)
    If a creature that has training in Acrobatics falls, it can make an Acrobatics check to reduce the amount of falling damage it takes. The creature can make this check whether or not the fall is intentional.
    Action: Free action. The Acrobatics Check is a response to falling.
    Result: The amount of falling damage that the creature takes is reduced by one-half the check result (rounded down). If the falling damage is reduced to 0, the creature lands standing.


    Male Human Fighter 2

    "That all you got?" shouts Thringorn as he slowly backs out of the courtyard,"Must be the lack of muscles!"

    HP: 24/42 Temp HP: 0/0 Surges:12/12 AP: 0/2 Buffs:+1 def while adj to dragon


    Female Githzerai Seeker 2

    Realizing we need to get out of here ASAP, I take make an extra effort (AP) and try to finish off Thanis's archer now.

    Grappling Spirits at Archer 3
    1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12 vs AC, my arrow goes wide, this new bow clearly needs some adjustments.

    I start down the rope.
    Athletics
    1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12

    I get three squares down, I believe.

    HP: 28/28 surges: 5/7 AP: 0/1


    Female Eladrin Bard 2

    Orla slips out her throwing knife and spins a quick song about how the Skeletal Warrior will never even manage to touch Zvia as she throws the knife.

    Saga of Rivalry
    1d20 + 8 - 2 - 2 ⇒ (13) + 8 - 2 - 2 = 17 vs AC, miss, still does half damage

    But actually, can I spend an AP to add d6 to the roll?
    1d6 + 17 ⇒ (2) + 17 = 19 vs AC, damn it all, still a miss.

    2d4 + 5 ⇒ (2, 4) + 5 = 11 / 2, so 5 damage

    HP: 17/29 Surges: 4/8 AP: 0

    451 to 500 of 578 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / SeanDM's Leverage All Messageboards

    Want to post a reply? Sign in.