| Feinmeir Azast |
Did anyone get hit? And I'm fine.
| GM Sigma |
Sorry for the wait.
after climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodges two snow-covered chimneys, and a large woodpile is stacked against the outer wall. A small outbuilding stands to the east of the lodge and a stone well nearly blanketed by snow is barely visible to the north. Several tracks lead southwest towards a detached stable.
| Feinmeir Azast |
"I feel as though the captors are in the lodge so our first priority is to find the door. They might have a back door as well, so I will scout for that so we can flank them." Feinmeir says quietly to the group.
| Connor Brisbane |
What time of day is it? Secondly, does the lodge have any windows that could be looked through from the ground? As in if we sneak up, can we see what is on the other side or are they shuttered against the cold, etc?
Connor surveys the lodge and its various outbuildings as he rubs stubble of his chin, "First, we need to find out if the bandits left any early warning devices to let them know they have visitors. I don't see any guards posts so they are either extremely confident that their fey friends could take care of any intruders or they have something rigged to give them enough time to react, like bells attached to tripwires or something." The big man looks to the dwarf, "Feinmeir, think you can look for that first before we move in to flank them?"
Arthrax
|
"Yes, fire solves everything." Arthrax replies drily.
"Connor, that is a good idea. Assuming there are no alarms in place, what then? I propose just a standard door-breaking bum rush that overwhelms those inside before they can react."
| Connor Brisbane |
Connor nods at Arthrax's suggestion, "A good plan, one I can get behind. Though I would like to know where they are keeping the lady so we can secure that at soon as possible in case they want to use her as a shield."
Arthrax
|
Arthrax begins pacing impatiently, waiting for the dwarf or beastman to scout if that was their intention. The fighter takes a wide course around the lodge, trying to find the front door just in case it comes down to a run to bust it down.
| Feinmeir Azast |
Feinmeir waits for Arthrax to come back from his sweep and moves forward to scout the building.
Sneaky Sneak: 1d20 + 2 ⇒ (4) + 2 = 6
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
I think I've been spotted and I don't even know it
| Connor Brisbane |
Stealth: 1d20 - 3 ⇒ (1) - 3 = -2
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Connor creeps behind Feinmeir and literally steps on every pile of leaves, crunchy snow, and sticks between them and the lodge.
| Demona Flint |
"Do you suppose if I set them on fire, they'd move more quietly?" Demona whispers to Ikky before she starts her own approach.
Stealth: 1d20 + 1 ⇒ (3) + 1 = 4
CRUNCH! CRUNCH!
| GM Sigma |
Since Feinmeir seems to be leading the way to the lodge...
A loud cry rings out from the trees and a bolt shoots out towards the oncoming party.
attack vs. feinmeir: 1d20 + 15 ⇒ (9) + 15 = 24
damage: 1d8 + 1 ⇒ (6) + 1 = 7
if its a hit, roll a fort save against a poison.
| Feinmeir Azast |
If thats not a hit, I'm Ghandi, down to 5/12
Fort(poison): 1d20 + 6 ⇒ (19) + 6 = 25
"We've been spotted Feinmeir says looking for where the bolt came from.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Arthrax
|
Arthrax looks around wildly for the source of the bolt, moving quickly towards the manor in the assumption it came from there.
Perception: 1d20 + 1 ⇒ (12) + 1 = 13
He holds his shield up high, at the ready, as he plows through the snowy ground.
| GM Sigma |
whoops, i read the thing wrong. the attack still happens but it happens a bit differently
As Feinmeir closes in on the house a bolt shoots from the porch. As it strikes him you see a crossbow fall from a ledge and land hard on the ground, a string attached to it. As it falls, a crescendo of clashing pots and pans ring out from the lodge, alerting everyone inside to your presence.
sorry
| Connor Brisbane |
Stealth all but lost at this point, Connor charges across the yard toward the main doors of the lodge, motioning the rest across, "Quickly now! Close before they have time to set up archer positions and don their armor if we've caught them with their pants down!"
| Feinmeir Azast |
Feinmeir snaps the shaft of the bolt and chases after the group sheathing his sword and drawing his throwing axes. "I intend to return the favor of that bolt ten fold."
I think I could use some heals from R2-Mer2
| GM Sigma |
Shouldn't Meri have been back by now? It's been two weeks now I think and I though she was just going to be gone for just under a week
You reach the lodge without further problems. You notice that curtains have been closed on the inside of the building, preventing you from seeing inside.
| Connor Brisbane |
Connor charges in with Arthrax toward the door. If Arthrax's shoulder isn't enough to pop the door off its lock, Connor will bring up one large boot and smash it into the wood. He will yell while doing so, "Give up the Lady! We have your hideout surrounded!"
Strength: 1d20 + 3 ⇒ (19) + 3 = 22
Bluff: 1d20 + 1 ⇒ (15) + 1 = 16
| GM Sigma |
Sorry, got sidetracked with a little side project I'm working on with some friends.
Arthrax slams into the door of the lodge, ensuring that if anyone inside didn't know he and his friends were there, that they knew now. Despite his best efforts, though, the door only groaned at his force. When Connor arrived and slammed the heel of his boot near the door knob, the wood cracked and splintered as it swung open. Inside you see more bandits swords drawn and waiting for you. Some in the back released a volley of arrows, anticipating your arrival.
red vs. Connor: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d6 ⇒ 4
purple vs. Connor: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d6 ⇒ 5
Orange vs. Arthrax: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 ⇒ 5
Yellow vs. Arthrax: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 ⇒ 2
red: 1d20 + 1 ⇒ (5) + 1 = 6
purple: 1d20 + 1 ⇒ (5) + 1 = 6
orange: 1d20 + 1 ⇒ (5) + 1 = 6
yellow: 1d20 + 1 ⇒ (19) + 1 = 20
green: 1d20 + 1 ⇒ (13) + 1 = 14
blue: 1d20 + 1 ⇒ (11) + 1 = 12
Arthrax: 1d20 + 3 ⇒ (12) + 3 = 15
Connor: 1d20 + 1 ⇒ (12) + 1 = 13
Feinmeir: 1d20 + 2 ⇒ (11) + 2 = 13
Demona: 1d20 + 1 ⇒ (5) + 1 = 6
Meri: 1d20 + 1 ⇒ (3) + 1 = 4
Ikkis: 1d20 + 3 ⇒ (3) + 3 = 6
Imitative Order
Arthrax
Feinmeir
Connor
Bandits
Ikkis
Demona
Meri
Hopefully this is satisfactory enough. You can assume Meri will delay unless healing is needed.
Arthrax
|
Can't see the map at work, so charge me at the closest bandit.
Arthrax bellows as a bolt flies by his face and lodges in his shield. He raises his axe, holding it overhead as he thunders towards the nearest bandit, swinging the axe down in a brutal overhand chop.
Battle Axe Charge: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
| Connor Brisbane |
Round 1
hp 7/15
AC 14/13/9
Effects: Bloodrage (+4 Str and Con, +2 Will saves, -2 AC)
Swift Action: Enter Bloodrage.
Move Action: 5-foot step into the room.
Standard Action: Stick the pointy end of my polearm into Purple Bandit's squishy bits.
Glaive-guisarme Attack w/ Power Attack and Bloodrage vs Purple: 1d20 + 5 ⇒ (15) + 5 = 20
Glaive-guisarme Damage: 1d10 + 10 ⇒ (5) + 10 = 15
As an arrow sinks into his shoulder, Connor lets out an angry bellow that turns into a roar as he pushes through the shattered door. His eyes focus on a bandit quickly trying to draw another arrow on the same bow that just planted its payload into his flesh. Connor bears his teeth in a snarl as he whips his glaive-guisarme around at the bandit's middle.
I should be now threatening yellow and blue if they decide to move more than 5 feet or want to shoot another arrow at one of us.
| Feinmeir Azast |
I'm in the same boat as Arthrax right now, so I'll describe what I do but put me where you can, in a non threatning position if possible.
Feinmeir steps through the door almost as enraged as Connor, he spots a bandit and lets loose his axe.
Attack vs Yellow: 1d20 + 3 ⇒ (20) + 3 = 23
Crit Confirm: 1d20 + 3 ⇒ (13) + 3 = 16
Normal Damage: 1d6 + 3 ⇒ (3) + 3 = 6
AXE TO THE FACE!: 2d6 + 6 ⇒ (4, 1) + 6 = 11
| GM Sigma |
I'm gonna have your action take place after Arthrax so you don't take an AoO
While some of the bandits got lucky on their surprise strike, your quick actions make fast work of the closer bandits, cutting them down easily.
Seeing Connor in his werewolf-like rage as the bigger target, the two bandits in the back release a second volley of arrows before dropping their bows for their short swords. The bandit next to Connor, however, already had his blade drawn and quickly swiped it in fear at the hulking man.
red vs. connor: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d6 ⇒ 1
orange vs. connor: 1d20 + 2 ⇒ (20) + 2 = 22
damage: 1d6 ⇒ 4
green vs. connor: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 + 1 ⇒ (3) + 1 = 4
| Merisiel Stormwind |
Could merisiel have casted a Mage armor just before assaulting the place ? Also since it is a new day i have reset all my healing hex (previous day it was used on : Feinimer, Connors, Arthrax, Merisiel
Arthrax
|
Can't see the map at work. Please move as appropriate.
Arthrax moves on to the next bandit in line, swinging in axe in a side-to-side tree-cutting motion.
CI Battle Axe: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
| Connor Brisbane |
Round 2
hp 2/15
AC 14/13/9
Effects: Bloodrage (+4 Str and Con, +2 Will saves, -2 AC)
Swift Action: Stay in Bloodrage.
Move Action: 5-foot step away from Green Bandit.
Standard Action: Eviserate Green Bandit with my polearm.
Glaive-guisarme Attack w/ Power Attack and Bloodrage vs Green: 1d20 + 5 ⇒ (7) + 5 = 12
And that is probably a miss.
Connor grunts as multiple arrows lodge themselves into his flesh as he rocks back a few steps before trying to pin one of the bandits to the wall at the end of his glaive.
| Feinmeir Azast |
Feinmeir moves around the table as his allies engage the enemies while drawing his sword, he then swings at the bandit.
Attack Vs Red: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
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