The Ballad of Bloodmarch Hill

Game Master Joana

Map of Trunau; Tyari's map


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The dwarf heads in the direction of the orc approaching Alicia, but the roc gets there first and delivers a bloody peck.

With a triumphant whoop, the three Patrol members who set the boulder in motion leap the barricade and follow in its path.

Dorn moves
Skyreaver moves & attacks
Patrol B double-moves to AE17
Patrol D double-moves to AE18
Patrol A double-moves to AF21


Male Dwarf

"Now, wait just a minute!" Omast Frum calls after them reprovingly. "We're still responsible for holding this gate. No one's going to go running off all willy-nilly and leaving the gate unguarded, not on my watch!"

Omast Frum readies


In the gate, one of the remaining Twisted Nail tribesmen sees the road ahead full of soldiers and turns back to follow his fleeing comrades.

The orc whose hunk of flesh Reaver just sampled draws his falchion and attempts to turn his ire on the roc.

Twisted Nail 14 withdraws to AF3
Twisted Nail 19 attacks Skyreaver 1d20 + 5 ⇒ (4) + 5 = 9

Round 12 init: Alicia, Twisted Nail 13, Twisted Nail 15, Twisted Nail 12, Marikel, Twisted Nail 16, Vhailor (delaying), Carbonel (delaying), Twisted Nail 11, Patrol F, Patrol C, Kagak, Patrol G, Twisted Nail 7, Patrol H, Twisted Nail 17, Twisted Nail 18, Dorn, Skyreaver, Patrol B, Patrol D, Patrol A, Omast Frum (readying), Twisted Nail 14, Twisted Nail 19

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross.


Female Human Rogue 4

Disable Device: 1d20 + 12 ⇒ (17) + 12 = 29

With a tangible click, Ali finally pops the lock and kicks the door open.


Ali opens the door to reveal an empty lower room. The trapdoor at the top of the ladder is open.

Seeing no safe way forward, the last orc in the gateway hesitates.

Alicia completes full-round action & opens door
Twisted Nail 12 delays

Round 12 init: Alicia, Twisted Nail 13, Twisted Nail 15, Twisted Nail 12 (delaying), Marikel, Twisted Nail 16, Vhailor (delaying), Carbonel (delaying), Twisted Nail 11, Patrol F, Patrol C, Kagak, Patrol G, Twisted Nail 7, Patrol H, Twisted Nail 17, Twisted Nail 18, Dorn, Skyreaver, Patrol B, Patrol D, Patrol A, Omast Frum (readying), Twisted Nail 14, Twisted Nail 19

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)

Map is unchanged

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross.


hp 36 / 36; AC 19; Init +1 Male Human Cleric 4

Marikel takes several steps forward, filling the gateway and trying to step around his smaller allies, though his boot may crush the skull of the recently felled orc that hit him. He swings his sword at the orc still in the gateway who was too foolish to have fled after his companions.

(Move to AD14,AE15; attack orc in AF13)

Masterwork Longsword: 1d20 + 7 ⇒ (1) + 7 = 8
Damage (Enlarged): 2d6 + 4 ⇒ (2, 2) + 4 = 8


Marikel strides forward but fails to injure the orc in the gate.

The orc swings back with greater success

Marikel moves & attacks
Twisted Nail 12 attacks Marikel 1d20 + 5 ⇒ (20) + 5 = 25 confirm? 1d20 + 5 ⇒ (4) + 5 = 9 damage 2d4 + 4 ⇒ (3, 2) + 4 = 9

Round 12 init: Alicia, Twisted Nail 13, Twisted Nail 15, Marikel, Twisted Nail 12, Twisted Nail 16, Vhailor, Carbonel, Twisted Nail 11, Patrol F, Patrol C, Kagak, Patrol G, Twisted Nail 7, Patrol H, Twisted Nail 17, Twisted Nail 18, Dorn, Skyreaver, Patrol B, Patrol D, Patrol A, Omast Frum (readying), Twisted Nail 14, Twisted Nail 19

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross.


"I'll see to the gate, shall I?" Vhailor volunteers, heading for the mechanism on the wall, cat in tow.

The soldier who just felled an orc moves up to attack the orc hemmed in between the roc and the gate tower.

Alicia's initial protector takes another swing with greater success, hacking so deeply into the orc's shoulder that its arm is nearly severed as it collapses lifeless on the ground.

The archer atop the wall takes another shot. "Captain!" he calls down. "There's a small group that's rallied and headed this way! Got a big damn lizard of some sort with them!"

From the tower on the opposite side, the orc that entered downstairs emerges onto the wall, shortbow in hand, and fires an arrow into the group of defenders, which buries itself to the black fletching into the side of one of the Patrolmen.

Vhailor double-moves
Patrol F moves to AF15 & attacks Twisted Nail 19 1d20 + 3 ⇒ (6) + 3 = 9
Patrol C attacks Twisted Nail 19 1d20 + 3 ⇒ (19) + 3 = 22 confirm? 1d20 + 3 ⇒ (9) + 3 = 12 damage 2d6 + 3 ⇒ (5, 1) + 3 = 9
Patrol G attacks 1d20 + 2 ⇒ (20) + 2 = 22 confirm? 1d20 + 2 ⇒ (11) + 2 = 13 damage 3d8 ⇒ (1, 8, 7) = 16
Twisted Nail 7 moves to AP14 & attacks Patrol A 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19 damage 1d6 + 3 ⇒ (2) + 3 = 5
Patrol H ...?

Round 12 init: Alicia, Twisted Nail 13, Twisted Nail 15, Marikel, Twisted Nail 12, Twisted Nail 16, Vhailor, Carbonel, Twisted Nail 11, Patrol F, Patrol C, Kagak, Patrol G, Twisted Nail 7, Patrol H, Twisted Nail 17, Twisted Nail 18, Dorn, Skyreaver, Patrol B, Patrol D, Patrol A, Omast Frum (readying), Twisted Nail 14, Twisted Nail 19

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross.


Catching sight of the orc archer above, "Reaver! Mae gennym saethwr! Ewch i'w gael ef, fi ffrind!" he directs. With that, Dorn then moves forward and takes the fight to the only orc he can reach.

Dwarven:
"Reaver! We've got a shooter! Go get 'im, me friend!"

Move to AF 14(Just barely! Whew.); Attack #12

Mwk Warhammer: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

AC 18; Hp's 31/31


Celestial Roc; Int: +6; Energy Resist: Acid 5/Cold 5/Electricity 5; SR 9; Tiger focus(+2 Dex)

Skyreaver takes to higher air and heads straight for the archer.

Fly to AO 14; Attack #7

Bite: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

AC 25; Hp's 10/10


Dorn clambers laboriously through the corpses to reach the last orc standing in the gate, but his hammer just deflects enough off a stud in the orc's armor that the weight behind the blow fails to injure his opponent.

Skyreaver has an easier path through the air, and the roc's beak leaves the orc bloodier than before.

Dorn moves & attacks
Skyreaver moves & attacks


Male Dwarf

"You heard him! There's another wave coming! Back behind the barricade, lads!" Omast Frum commands, and the Patrol members scramble to obey him.

Patrol B double-moves to AE24
Patrol D double-moves to AF24
Patrol A double-moves to AD24
Omast Frum readies
Twisted Nail 14 delays

Initiative rolls:
Lizard 1d20 + 2 ⇒ (11) + 2 = 13
Twisted Nail 20 1d20 + 2 ⇒ (18) + 2 = 20
Twisted Nail 21 1d20 + 2 ⇒ (17) + 2 = 19
Twisted Nail 22 1d20 + 2 ⇒ (2) + 2 = 4
Twisted Nail 23 1d20 + 2 ⇒ (10) + 2 = 12

Round 13 init: Alicia, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor, Carbonel, Lizard, Twisted Nail 23, Patrol F, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B, Patrol D, Patrol A, Omast Frum (readying), Twisted Nail 14, Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross.


Female Human Rogue 4

Alicia scrambles up the ladder and pauses to take in the view of the top floor before proceeding.


Alicia climbs the ladder. The Patrol archer who ran into the tower to deal with the orc is lying bloody on the ground in the doorway. Past him, through the open door, she can see the roc and the orc engaged in combat.

The orc who fled a few moments earlier returns to the gateway with a roar and a look of chagrin, accompanied by two other tribesmen, one of whom is armed with an unusual downward-curving sword.

Alicia double-moves
Twisted Nail 14 double-moves to AE12
Twisted Nail 20 Handles Animal 1d20 + 4 ⇒ (8) + 4 = 12 & moves to AD11
Twisted Nail 21 moves to AF12 & readies

Round 13 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21 (readying), Marikel, Twisted Nail 12, Vhailor, Carbonel, Lizard, Twisted Nail 23, Patrol F, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B, Patrol D, Patrol A, Omast Frum (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross.

Alicia, you have 25 feet of movement left if you want to use it but no other available actions. Just tell me which square you want to end your movement in.


Female Human Rogue 4

She'll move to AL13.


hp 36 / 36; AC 19; Init +1 Male Human Cleric 4

Marikel swings his sword at the orc beside them, before stepping back behind the growing pile of bodies.

Masterwork Longsword: 1d20 + 7 ⇒ (1) + 7 = 8
Damage (Enlarged): 2d6 + 4 ⇒ (1, 6) + 4 = 11

(Again? Sigh. Let's take that AoO - Attack orc in AF13, move to AE17,AF18)


Marikel has trouble maneuvering his oversized sword in the confined area of the gate, but the orc has no such trouble taking a slash at the retreating priest. His falchion fails to find purchase against the smaller target of the dwarf, however.

Inside the gatehouse, Vhailor works the mechanism to drop the portcullis, which comes down with a crash. When he tries to reinsert the lock which will hold it in place, however, he finds that the piece is badly damaged from when the Twisted Nail forced the gate open and will not reinsert into its place. "Um," he calls out the door, "I don't think this is going to stop them for too long!"

The lizard the archer warned of, a man-sized beast with a toothy maw, runs right up to the bars of the portcullis and scrabbles at them with its clawed toes, trying to get through.

It is followed by another orc, which immediately begins to try its strength against the weight of the gate.

A Patrol member moves around Dorn and, with a single swipe of his greatsword, decapitates the orc that just slashed Marikel.

Hearing Vhailor's cry, another Patrolman moves into the gatehouse to see the situation for himself. "He's right, Captain!" he calls out. "It won't lock! What should we do?"

The archer shoots another arrow down into the Lower Quarter.

On the other wall, the orc steps away from the roc and retrieves a small sack from his belt, which he then throws at the bird. Skyreaver just manages to flit out of its path, and it breaks open on the parapet into a sticky mess which quickly hardens on exposure to air.

Marikel attacks & moves: Twisted Nail 12 AoO 1d20 + 5 ⇒ (13) + 5 = 18 damage 2d4 + 4 ⇒ (1, 4) + 4 = 9
Twisted Nail 12 attacks Dorn 1d20 + 5 ⇒ (5) + 5 = 10
Vhailor works mechanism
Carbonel delays
Lizard double-moves to AE11
Twisted Nail 23 moves to AF11 & attempts to open gate: Str1d20 + 4 ⇒ (14) + 4 = 18
Patrol F moves to AE14 & attacks Twisted Nail 12 1d20 + 3 ⇒ (20) + 3 = 23 confirm? 1d20 + 3 ⇒ (14) + 3 = 17 damage 4d6 + 6 ⇒ (1, 4, 3, 5) + 6 = 19
Patrol C double-moves to AH11
Patrol G attacks 1d20 + 2 ⇒ (4) + 2 = 6
Twisted Nail 7 5-foot-steps to AQ14, retrieves item & attacks Skyreaver (ranged touch) 1d20 + 4 ⇒ (8) + 4 = 12

Round 13 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21 (readying), Marikel, Twisted Nail 12, Vhailor, Carbonel, Lizard, Twisted Nail 23, Patrol F, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B, Patrol D, Patrol A, Omast Frum (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is now closed, so you only have to worry about orcs 7, 14 & 21 right now.


Shaking his head, "Back up, lad!" he tells Patrol F. "Let 'em come ta us." Dorn then retreats back near Marikel and decides to bring a bit more pain with his blade.

Move to AG 18(Looks like 30'. If not, then AG 17); Cast Lead blades(1 minute/level)

AC 18; Hp's 31/31


Celestial Roc; Int: +6; Energy Resist: Acid 5/Cold 5/Electricity 5; SR 9; Tiger focus(+2 Dex)

Skyreaver just manages to dodge the strange item that is thrown at him. He then flies toward the orc and continues his attack upon the foolish creature.

5' to AP 14(I believe it is); Attack

Bite: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Talons: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Talons: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

AC 25; Hp's 10/10


The dwarf retreats to Marikel and casts a spell.

Skyreaver follows the orc and tears into it with beak and talon.

"That's right; back up," the Patrolmen behind the barricade call as they ready their weapons. "Get some cover!"

Dorn moves & casts
Skyreaver 5-foot-flies & full-attacks
Patrol B readies
Patrol D readies
Patrol A readies


Male Dwarf

"Down in front, there, padre!" the old dwarf shouts, holding his crossbow at the ready. "Give me a clear shot!"

Omast Frum readies


On the other side of the closed portcullis, another orc approaches but can't get into position to help raise the gate, as the lizard irritably snaps at him.

Twisted Nail 22 moves to AD10

Round 14 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21 (readying), Marikel, Twisted Nail 12, Vhailor, Carbonel, Lizard, Twisted Nail 23, Patrol F, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B (readying), Patrol D (readying), Patrol A (readying), Omast Frum (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is now closed, so you only have to worry about orcs 7, 14 & 21 right now.


Female Human Rogue 4

Alicia pours a healing potion down the Patrolman's throat, hoping she's in time.

Cure moderate wounds: 2d8 + 3 ⇒ (1, 4) + 3 = 8


The man chokes and sputters around the healing draught, blearily opening his eyes. "Is the... is the gate closed?" he asks weakly, trying to push himself up on one elbow.

As Dorn backs off, one orc inside the gate turns to help his comrade on the other side force the portcullis up.

A female orc outside the gate snaps a command at the lizard -- "Beweeg!" -- and then lends her own strength to the task.

With a snarl of impatience, the other orc outside the gate sheathes his curved sword and joins the attempt to open the portcullis.

Orcish:
Move!

Alicia retrieves item & applies potion
Twisted Nail 14 Aids Another: Str check 1d20 + 3 ⇒ (7) + 3 = 10
Twisted Nail 20 Handles Animal 1d20 + 4 ⇒ (15) + 4 = 19 & Aids Another: Str check 1d20 + 3 ⇒ (8) + 3 = 11
Twisted Nail 21 sheathes weapon & Aids Another: Str check 1d20 + 4 ⇒ (19) + 4 = 23

Round 14 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor, Carbonel, Lizard, Twisted Nail 23, Patrol F, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B (readying), Patrol D (readying), Patrol A (readying), Omast Frum (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Map is unchanged, except that Patrol H is no longer Xed out.

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is now closed, so you only have to worry about orcs 7, 14 & 21 right now.


hp 36 / 36; AC 19; Init +1 Male Human Cleric 4
Omast Frum wrote:
"Down in front, there, padre!" the old dwarf shouts, holding his crossbow at the ready. "Give me a clear shot!"

"Yes sir!"

Marikel moves aside to allow the archers to fire and casts a spell of curing upon himself.

(Move to AC17,AD18 and swap out Sanctuary for Cure Light Wounds to cast)

Cure Light Wounds (+1 Gifted Adept): 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5


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hp 36 / 36; AC 19; Init +1 Male Human Cleric 4

(Oh, that's right. Reroll 1s for healing...)
Cure Light Wounds (+1 Gifted Adept): 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10


As the enlarged priest moves out of the way, the old dwarf groans. "Dammit, Floyd, you, too!"

"Excuse me a moment," Vhailor says breathlessly and hurries out the door, scrambling over the loose lumber.

Outside the portcullis, the lizard sullenly turns and moves away from the gate, which, under the combined effort of four orcs has begun to inch upward.

The orc which started the effort shifts his grip to prevent their small gain from slipping back and heaves again, his muscles rippling.

Inside the gate, the last Patrolman in the road protests, "But Captain --! Yes, Captain." Gritting his teeth in resignation, he steps back against the tower wall as Frum's crossbow sings and the bolt pierces the upper arm of one of the straining orcs.

Inside the tower, the Patrolman sees the mechanism start to turn as the portcullis inches upward and grabs on instinctively to try to hold it still, but his strength is no match for the orcs on the other side of the wall.

The archer takes another shot into the Inner Quarter.

The orc fighting Skyreaver, desperately bloodied, swings its falchion wildly at the roc.

The Patrolman Alicia just revived gets unevenly to his feet and snatches up the bow he dropped in the doorway.

Marikel moves & casts
Vhailor double-moves to AI16
Carbonel double-moves to AI16
Lizard moves to AE10
Twisted Nail 23 attempts Str check 1d20 + 4 ⇒ (20) + 4 = 24
Patrol F 5-foot-steps to AD14, triggering Omast Frum's ready: attacks Twisted Nail 14 1d20 + 6 ⇒ (18) + 6 = 24 damage 1d10 ⇒ 3 & readies
Patrol C attempts Str check 1d20 + 2 ⇒ (12) + 2 = 14
Patrol G attacks 1d20 + 2 ⇒ (14) + 2 = 16 damage 1d8 ⇒ 2
Twisted Nail 7 attacks Skyreaver 1d20 + 5 ⇒ (8) + 5 = 13
Patrol H rises from prone & picks up item

Round 14 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor, Carbonel, Lizard, Twisted Nail 23, Omast Frum, Patrol F (readying), Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B (readying), Patrol D (readying), Patrol A (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is closed but in the process of opening.


Instead of waiting for the orcs to open the gate and come flooding in, Dorn sheathes his weapon, drops his shield and draws his bow. "If you're just gonna stand there, I'm gonna shoot ya."

Sheathe weapon(move); Drop shield(free); Draw weapon(move)

AC 18; Hp's 31/31; 2/4 1st level spells cast


Celestial Roc; Int: +6; Energy Resist: Acid 5/Cold 5/Electricity 5; SR 9; Tiger focus(+2 Dex)

Avoiding the sloppy attack with ease, the roc senses the orc's dread and takes advantage.

Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Talons: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Talons: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Unfortunately Skyreaver's overconfidence is looking as if it is the far greater enemy.

AC 25; Hp's 10/10


The dwarf replaces his hammer and shield with a bow.

Skyreaver adds another scratch to the orc's damage toll.

Behind the barricade, the three Patrolmen keep their spears at the ready.

The last orc outside the gate steps into the space the lizard just vacated and grabs the bars to add his strength to the attempt to raise the portcullis. With this final addition to the effort, the gate opens.

Dorn sheathes weapon, drops item, & draws weapon
Skyreaver full-attacks
Patrol B readies
Patrol D readies
Patrol A readies
Twisted Nail 22 moves to AE11 & attempts Str check 1d20 + 4 ⇒ (14) + 4 = 18

Round 15 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor, Carbonel, Lizard, Twisted Nail 23, Omast Frum, Patrol F (readying), Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B (readying), Patrol D (readying), Patrol A (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis is now open.


Female Human Rogue 4

1d20 + 7 ⇒ (14) + 7 = 21
1d6 + 2 ⇒ (4) + 2 = 6

Alicia scuttles over to the orc the roc is battling and slips her rapier into his ribs.

Move to AP13.


Alicia slips up next to the roc and finishes off the orc. Skyreaver squawks in mild annoyance.

With a howl of triumph, one of the Twisted Nail warriors turns to make his way up the corpse-strewn road. He is clever enough to avoid the Patrolman eyeing him murderously from the tower wall but not bright enough to calculate how far Marikel's divinely-enhanced longsword can extend. He reaches Dorn at the cost of a deep cut in his side.

"Aanval!" the female orc commands the lizard, pointing its way through the gate, before drawing a javelin.

Perhaps learning from his comrade's reckless enthusiasm, the other orc on the inside of the gate stays where he is to help hold it up for the others to follow.

Orcish:
Attack!

Alicia moves & attacks
Twisted Nail 14 double-moves to AF17, drawing falchion & provoking AoO from Marikel 1d20 + 7 ⇒ (16) + 7 = 23 damage 2d6 + 4 ⇒ (3, 1) + 4 = 8
Twisted Nail 20 Handles Animal 1d20 + 4 ⇒ (15) + 4 = 19 & draws weapon
Twisted Nail 21 Aids Another: Str check 1d20 + 4 ⇒ (11) + 4 = 15

Round 15 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor, Carbonel, Lizard, Twisted Nail 23, Omast Frum, Patrol F (readying), Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B (readying), Patrol D (readying), Patrol A (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross.


hp 36 / 36; AC 19; Init +1 Male Human Cleric 4

"Mister Dorn," Marikel nods politely as he swings his sword through the orc threatening his companion.

Masterwork Longsword: 1d20 + 7 ⇒ (10) + 7 = 17
Damage (Enlarged): 2d6 + 4 ⇒ (5, 4) + 4 = 13

He turns back to the entrance, hoping for another opportunity to attack.

AoO:
Masterwork Longsword: 1d20 + 7 ⇒ (7) + 7 = 14
Damage (Enlarged): 2d6 + 4 ⇒ (6, 4) + 4 = 14
(Should have let you roll it again :-)


Marikel's oversized sword decapitates the orc.

Vhailor waits near the door with his cat, ready to daze the first orc that comes within range.

The orcs' lizard surges forward at the nearest target. Floyd brings his sword down where the dexterous reptile had been a moment before, and in return, the lizard's jaws fail to close around the Trunauan's leg.

One of the orcs lifting the portcullis attempts to shift his hands so that he can step under the gate but in doing so loses his grip entirely. Without his support, the portcullis comes crashing down again.

Marikel attacks
Vhailor readies
Carbonel delays
Lizard moves to AD13, triggering Patrol F's ready: attack 1d20 + 3 ⇒ (4) + 3 = 7 & attacks Patrol F 1d20 + 5 ⇒ (2) + 5 = 7
Twisted Nail 23 attempts Str check 1d20 + 4 ⇒ (5) + 4 = 9


Male Dwarf

Omast Frum winches back the string of his crossbow and inserts another bolt in readiness.

Omast Frum loads heavy crossbow


Inside the tower, the Patrolman grabs hold of the mechanism that raises the portcullis, bracing himself to prevent the orcs from opening it again.

The archer on the wall takes another shot.

Still looking a little dazed, Hank climbs back down the ladder to see what's happening with the gate.

Patrol C attempts Str check 1d20 + 2 ⇒ (2) + 2 = 4
Patrol G attacks 1d20 + 2 ⇒ (12) + 2 = 14 damage 1d8 ⇒ 3
Patrol H double-moves to AH12

Round 15 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor (readying), Carbonel, Patrol F, Lizard, Twisted Nail 23, Omast Frum, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B (readying), Patrol D (readying), Patrol A (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is now closed, so you only have to worry about orc 21 & the lizard in melee right now.


Upon seeing the lizard the size of himself come through, "Reaver!" the dwarf calls to him and directs him toward the lizard creature.

Pulling back an arrow, "Lad," he nods back. "Much thanks," he says before firing at the orc on this side of the gate.

Attack #21

Comp Longbow(+1 str): 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5 I've totally forgotten about my +1 damage vs orcs due to my Blooded trait. So dumb. :P

AC 18; Hp's 31/31


Celestial Roc; Int: +6; Energy Resist: Acid 5/Cold 5/Electricity 5; SR 9; Tiger focus(+2 Dex)

Skyreaver reacts to the dwarf and heads in that direction. Once spying the lizard, he makes a beeline for the reptile.

Fly to AE 14. Attack lizard. Looks like 65' to me. I've got 15' to spare so hopefully that covers it if I'm off 5 or 10'.

Bite: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Sigh. Always the awesome damage roll when it's utterly pointless.

AC 25; Hp's 10/10


Female Human Rogue 4

As Skyreaver takes off toward another orc, Ali calls after him, "Go for the eyes, Boo!"


The orc's back sprouts an arrow.

Skyreaver circles around the tower and down next to Floyd in the gate, but the dextrous lizard avoids the roc's grasping beak.

The three tense Patrolmen waiting behind the barricade relax a bit as the gate slams shut once more. "Patrol Captain," one suggests to Frum hopefully, "we could take our longswords and attack them through the gate."

Outside the gate, one of the Twisted Nail makes another attempt to raise the portcullis.

Alicia:
From your position atop the wall, you can see that, while there are several bodies lying in the streets, hopefully mostly orcs, there is no particular activity on this end of the Inner Quarter. From the sounds of battle you can still here, it appears the main part of the fight is closer to the front gate. If the defenders can defeat this last group of orcs trying to get through, they should get a breather for a while.

Dorn attacks
Skyreaver moves & attacks
Patrol B delays
Patrol D delays
Patrol A delays
Twisted Nail 22 attempts Str check 1d20 + 4 ⇒ (14) + 4 = 18

Round 16 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor (readying), Carbonel, Patrol F, Lizard, Twisted Nail 23, Omast Frum, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B (readying), Patrol D (readying), Patrol A (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is presently closed, so you only have to worry about orc 21 & the lizard in melee right now.


Female Human Rogue 4

Alicia hustles down the ladder again, looking to see if she can fix the gate mechanism. Double move to AH13, or as close as she can get to it.


Alicia jogs back into the tower and slides down the ladder, joining the two Patrolmen at the gate mechanism.

Orcs on either side of the gate join the attempt to lift the portcullis again.

Alicia double-moves
Twisted Nail 20 Aids Another: Str 1d20 + 3 ⇒ (16) + 3 = 19
Twisted Nail 21 Aids Another: Str 1d20 + 4 ⇒ (7) + 4 = 11

Round 16 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor (readying), Carbonel, Patrol F, Lizard, Twisted Nail 23, Omast Frum, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Patrol B (readying), Patrol D (readying), Patrol A (readying), Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is presently closed, so you only have to worry about orc 21 & the lizard in melee right now.


hp 36 / 36; AC 19; Init +1 Male Human Cleric 4

While the orcs are briefly held at bay, Marikel pulls out one of his healing potions and gulps it down.

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4


Marikel drinks a quick restorative.

"Errhm," Vhailor coughs politely. "Could someone corral that lizard?"

"Working at it," Floyd snaps back, as he brings his greatsword down in an arc that the quick-footed lizard easily scampers out of.

The next moment, the lizard lunges back with a bite that nearly takes the Patrolman's leg off. The appendage, spurting blood, remains clamped in the reptile's mouth, Floyd dangling limply and insensate from the top end of it.

On the other side of the portcullis, another orc lends his strength to raising the gate, which is slowly rising again under their combined effort.

Marikel retrieves item & drinks potion
Vhailor delays
Carbonel delays
Patrol F attacks Lizard 1d20 + 3 ⇒ (4) + 3 = 7
Lizard attacks Patrol F 1d20 + 5 ⇒ (17) + 5 = 22 damage 1d8 + 4 ⇒ (6) + 4 = 10 grab? 1d20 + 9 ⇒ (14) + 9 = 23
Twisted Nail 23 Aids Another: Str check 1d20 + 4 ⇒ (16) + 4 = 20


Male Dwarf
The Balladeer wrote:
The three tense Patrolmen waiting behind the barricade relax a bit as the gate slams shut once more. "Patrol Captain," one suggests to Frum hopefully, "we could take our longswords and attack them through the gate."

"You mean longspears, and that gate's not staying closed," the dwarf replies brusquely. "But they're not charging through that many dead, either. Take your javelins and get in position to throw while they're holding the gate open. With any luck, they'll drop it on their own toes." Frum hops the barricade himself and looses his crossbow bolt at the orc on this side of the portcullis.

Omast Frum moves to AF21 & attacks Twisted Nail 21 1d20 + 6 ⇒ (17) + 6 = 23 damage 1d10 ⇒ 4


The three Patrolmen quickly sheathe their weapons and leap over the barricade, each drawing a javelin.

Inside the tower, the Patrolman again pits his strength fruitlessly against those of the orcs outside.

Atop the wall, the archer fires again.

Alongside Alicia, Hank throws his weight against the portcullis mechanism as well.

Patrol B sheathes weapon & moves to AE19, drawing weapon
Patrol D sheathes weapon & moves to AF19, drawing weapon
Patrol A sheathes weapon & moves to AD21, drawing weapon
Patrol C attempts Str check 1d20 + 2 ⇒ (2) + 2 = 4
Patrol G attacks 1d20 + 2 ⇒ (19) + 2 = 21 damage 1d8 ⇒ 3
Patrol H attempts Str check 1d20 + 2 ⇒ (16) + 2 = 18

Round 16 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor (delaying), Carbonel (delaying), Patrol F, Lizard, Twisted Nail 23, Omast Frum, Patrol B, Patrol D, Patrol A, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is presently closed, so you only have to worry about orc 21 & the lizard in melee right now.


Dorn steps to get a clearer shot and draws another arrow, firing at the orc that's dead in his sights.

10' move to AF 17; Attack #21

Comp Longbow(+1 str): 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

AC 18; Hp's 31/31

Dorn gives a nod to the others, grinning at the nice shot.


Celestial Roc; Int: +6; Energy Resist: Acid 5/Cold 5/Electricity 5; SR 9; Tiger focus(+2 Dex)

Skyreaver relentlessly continues his assault upon the lizard.

Bite: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Talons: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Talons: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

AC 25; Hp's 10/10


Dorn sticks another arrow in the orc.

Skyreaver pecks and claws the lizard, which blinks at the roc in annoyance.

The orcs continue to strain at the gate.

Dorn moves & attacks
Skyreaver full-attacks
Twisted Nail 22 attempts Str check 1d20 + 4 ⇒ (19) + 4 = 23

Initiative rolls:
Levvy 1d20 + 2 ⇒ (10) + 2 = 12
Mahath 1d20 + 2 ⇒ (9) + 2 = 11

roll-off: Levvy 1d20 ⇒ 19 Twisted Nail 23 1d20 ⇒ 9

Round 17 init: Alicia, Twisted Nail 14, Twisted Nail 20, Twisted Nail 21, Marikel, Twisted Nail 12, Vhailor (delaying), Carbonel (delaying), Patrol F, Lizard, Levvy, Twisted Nail 23, Mahath Kishion, Omast Frum, Patrol B, Patrol D, Patrol A, Patrol C, Patrol G, Twisted Nail 7, Patrol H, Dorn, Skyreaver, Twisted Nail 22

Current effects: longstrider (Dorn)
darkvision (Alicia)
enlarged (Marikel) (expires round 17)
lead blades (Dorn) (expires round 43)

Updated map link

Squares with loose timber in them are difficult terrain. There are now two dead orcs in AE 14, AE16, AF14, AF15, and AF16, which means they both can't be charged through and cost two squares of movement to cross. The portcullis between columns 11 & 12 is presently closed, so you only have to worry about orc 21 & the lizard in melee right now.


Female Human Rogue 4

Alicia attempts to repair the jammed gate mechanism.

Disable Device: 1d20 + 12 ⇒ (10) + 12 = 22

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