The empty graves of the north - a Forgotten Realms campaign

Game Master JohnLocke


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HP: 24/26 | Studied Target: none
Stats:
(AC 17, T 11, FF 16) | CMD 17 (+4 vs. bull rush/trip) | Fort +6, Ref +4, Will +2 (+3 vs. poison, spells, and SLAs) | Init +1 | Percept +7
Trap Perception:
+9 (+11 for stonework)

"Worry not yer bleedin' hearts, me friends! If orcs ye be needin' put t'steel, then ye've found yer man. Ah come from th'real North, where ye cannae spit without hittin' an orc. We be taught from th'day we be freed from teet how t'kill th'bastards. . ." Dargrim feels it necessary to heft his enormous hammer firmly in the grip of both hands to drive home the point. Another grin splits the dwarf's face, and he rotates his head slightly as he allows a wink to Argentia before continuing, ". . . an' how t'enjoy it."

Having accomplished a bit of salesmanship, and probably overestimating his own mettle, Dargrim recedes into his own thoughts for a moment as the discussion continues. 500 bleedin' miners!? Klangeddin's gleamin' nips! How can ye lose so many? Ah'll nary believe what put t'death 500 can be reckoned t'fare worse again' 7. More likely th'poor diggers're all dead. An' th'orcs what did th'deed long gone. The dwarf shakes his head sorrowfully for a brief moment before being replaced by a rekindled resolve.


Male Aasimar Cleric 2 [HP: 14/14 | AC: 17 | T: 12 | FF: 15 | CMB: +2 | CMD: 14 | Fort: +3 | Ref: +2 | Will: +7 | Init +2 | Perc: + 10| Speed: 20'| XP: 535 ]

Ulciscor had done the math quickly. Though, perhaps not the math the others were doing.

Eight of us? That bodes well for strength of arms, but if whatever we are up against can handle five-hundred workers - you would assume some of them knew how to handle themselves, and that sheer numbers would count for something - that means we are likely up against a formidable opponent. Which means I have that many more bodies to look after. Innocent may win that wager, after all. Then again, he thought with a wry grin, if there are two shifts missing, perhaps what we face only took down two-hundred and fifty miners at a time. Yes, that would be much better.

"If Orcs, or whoever it was - let us not set ourselves up with false expectations that might blind us to other dangers - chose to attack..." he had been about to say "innocent miners," but thought better of it. After all, miners were a rough-and-tumble sort.

"Those who work unrighteous evil upon the undeserving will face the Doombringer's wrath. I am sure that we will discover what needs discovery, and punish those who merit such."


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]
DM Locke wrote:
Orcs are no laughing matter. They are strong and vicious. They have skilled archers and shamans amongst their ranks. They can endure wounds that would fell two men and continue fighting. And if they capture you ... Argentia suppresses a shudder.

Kevkas takes a long pull of ale and wipes his lips on his sleeve. "Then it's a good thing I can dish out wounds that would fell three men!" He laughs and takes another drink. If the huge half-orc notices Argentia's apparent hatred for orcs, he clearly doesn't feel the need to address it.

"You said there are 500 miners. I've got a couple of questions. How far are the mines from here? What's the terrain like? Have they seized or built any fortifications? You've tangled with them; do you have a good idea of how many orcs there are? Any chance you've seen their banners, know what tribes are involved?"

Knowing about orc tribes would be Knowledge:Local, which Kev doesn't have, but it seems like a good thing to ask.


Argentia nods at Lioslan's words. Aye, and further east you get Ogres and Hill Giants, as well. The foothills and mountains are full of caves and fissures, and no-one knows fully what infests them, and what come crawling out if it senses an opportunity.

Malfell pipes up: I see by your reactions that is more people than you had expected. Well, the mining operation is not a small one. In fact, along the sword coast it is....

Argentia rolls her eyes before cutting Malfell off. It is many people, but those numbers alone mean they may have been able to fend off an attacker and take refuge in the mines themselves, many of which make excellent defensive positions. That's our hope at this time; that our people have holed up. It would explain many things.

Argentia looks hard at Kevkas before answering. Aside from the mines themselves, there are no real defensive positions, save a perimeter of palisades and some guard towers, which were undermanned due to our military deployment. The main camp is about 15 miles from here, a days march on foot, and is easy enough to get to. The mines themselves go through out the hills and mountains for miles. The active mine - the Atthak II complex - is only about a mile from the camp and was started about a year ago, so it's still relatively new. Two main tribes operate in this area - the bloody arrows, known for their archers and their stealthiness. The other tribe are the bonebreakers. They're horrible, noisy brutes that are interbred with Ogres, so they're big, strong, and stupid.


Male Human Magus (Bladebound) 2 (HP 22/22 | AC 16/17 w/Exp | T 12/13 w/Exp | FF 14 | CMD 15 | F +5 | R +2 | W +3 | Init +2 | Per +5)

Dargrim can tell that Innocent is solidly built from the slap on his back, and he gets a firm nod of what might be appreciation in response. A telling silence to the "guilty" comment. He did not seem particularly inclined to talk about his plans for after this job - he didn't even have any, as it were - but all consideration of that was interrupted by the Depty Mayor's announcement.

Innocent listens, attentive and quiet, and finally nods in agreement with Kevkas' questions. But the tension between the Deputy Mayor and Argentia was more interesting to him than the discussion of the job itself. But this owed much to commander training - always be on the lookout for the stronger party. Identify them. Isolate them. Overpower them. Claim their power. Barring that, weaken both by setting one against the other.

He shakes his head to clear the memories away. "The key to Leilon's survival is a hill of dead orcs. Secure the mine without saving the miners and you have no one to work it. Save the miners without securing the mine and its a major investment to win it back, more than Leilon can afford if you're just offering us 300 gold to share between us. Do both without routing the tribe utterly and you're going to lose a lot of people willing to work the mine without higher pay on account of the danger, which further threatens your stability when your commerce depends upon that mine."

He doesn't need to touch the hilt of his sword to make his intent clear.

"Leilon cannot coexist with orcs if they have indeed taken an interest in your mine."

He spares a small look to Argentia. "Suffice it to say, I think we are clear on the priorities."


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Dorn nodded with Argentia's assessment.

"And the fact that the orcs haven't swept through here would also suggest a prolonged siege at the mines. The miners should be able to hold out as long as their food does."

"Killing an entire force of Orcs is likely impossible. But perhaps if we can somehow take out their leader -- it could lead to squabbling and jostling for position among the ranks. A perfect opportunity for a counter-strike from a bunch of pissed off miners."


The temporary lull in the meeting is broken by the sound of alarm bells and raised voices from outside. Vanessa appears at the top of the stairs, wrapped only in a blanket, a flush on her cheeks. Argentia, Malfell - there are fires at the northern gate, in the refugee camp!

Put some clothes on, girl! sputters the deputy mayor, taking great pains to look away from the lovely barmaid's state of undress.

The refugees came here for protection from Orc raids - though we haven't room for even a tenth of them within the palisades and defensive positions that surround this town. Adventurers - I know you didn't sign up for this, but will you help me? If there is an attack, we are undermanned, and those people out there are vulnerable! Argentia says this, before standing and unlimbering her bow from her back. She looks to the barman and Malfell. We all must help.

I'm with you, lass. The barman pulls out a greatsword from beneath the bar and unsheathes it, before smiling sheepishly at the assembled group. What? I used to slay all manner of beasts back in my heyday. He looks up the stairs. Vanessa, daughter, go to Lannis and help organize a water brigade - if there's fire....

Yes father! The young girl hurries back to her room, stopping only to plant a lingering kiss on the lips of the gypsy dancer, who has appeared near the top step. Along with the other gypsy girl and the young man, she quickly hops down the stairs, clad now in leather armor, and wielding a shortbow and a variety of knives and daggers on a broad bandolier. We will help fight, as well. She says in accented common as she pulls her long, raven black hair back in a pony tail.

Thank you! Argentia smiles. It fades quickly as she looks to malfell. And you, deputy mayor?

I am no warrior, girl! the older man huffs. Do as you must, but do not allow any attackers inside our defenses! Those people out there knew we could promise them no protection! We must not suffer for their lack of foresight!


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Dorn is on his feet and loading his crossbow the second he hears that an attack is underway.

After hearing the Mayor speak, Dorn mutters quietly to the others, "If I -- accidentally -- shoot the Mayor, I hope you won't hold it against me."

-Posted with Wayfinder


Male Gnome
VITALS:
AC: 22(23), T: 12(13), FF: 21(22); HP: 65/65; F:8, R:3, W:1; CMD 19; CMB +6 ; Init: 1 ; Perc:+9
Barbarian 2
SKILLS:
Acrobatics -2 (-10 to jump), Craft (armor) +12, Craft (blacksmith) +15, Craft (weapons) +13, Perception +9, Survival +7, Swim +9

"I am ready! Let me at them! Time to knock out some knees! Haha! To the frey!" the little guy is up and out as quick as can be. Having shorter legs he knew he had to be quick or fall behind

-Posted with Wayfinder


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Kevkas barks out a laugh at the news that the town is under attack. "The orcs decided to come die here instead of making us walk out to them! Convenient!" He walks over to the door, ready to follow Argentia out to the palisades.


Male Aasimar Cleric 2 [HP: 14/14 | AC: 17 | T: 12 | FF: 15 | CMB: +2 | CMD: 14 | Fort: +3 | Ref: +2 | Will: +7 | Init +2 | Perc: + 10| Speed: 20'| XP: 535 ]

Ulciscor was already standing, so he didn't have to jump to his feet. He simply caught Innocent's eye and nodded.

He gave Dorn a quizzical look. "He is responsible for those inside the walls. We may not appreciate how he does it, but he does have a responsibility to look after. If he continues hold to the letter of his responsibilities, rather than the spirit, however, you will not need to 'accidentally' do anything. Hoar will look after him." He gave Dorn a wink.

"Shall we go?"


gold elf fighter 2, HPs: 20/20 - AC: 18|14|14 - For:+3 | Ref:+4 | Wil:+0 - Init:+4

Lioslan was halfway out the door before Argentia could finish her plea. Tearing northward through the streets, he unslung his bow as he ran. Each breath he took held the taste of smoke. He wondered if this was simply a case of carelessly kept fire - but it was always best to be ready for trouble. It could be orcs, or worse.

He sped past Gyro, who was also bolting to the north. At least the smith seemed earnest in his wish to help.

Heading straight for the refugee camp. If the palisades are shut against the refugees, he will demand that they be opened. If he is refused, he'll climb the palisades and do what he can to shoot any troublemakers from above.


HP: 24/26 | Studied Target: none
Stats:
(AC 17, T 11, FF 16) | CMD 17 (+4 vs. bull rush/trip) | Fort +6, Ref +4, Will +2 (+3 vs. poison, spells, and SLAs) | Init +1 | Percept +7
Trap Perception:
+9 (+11 for stonework)

Dargrim's heart is at the front of the pack, but his squat, dwarven legs land him firmly in the rear. He's a bit surprised to see the barkeep reaching for a weapon to join the fray. It gladdens him to know that there are at least some among the community willing to risk their lives to benefit others, even strangers. Chuffing along behind the others at a steady gait is an annoyance Dargrim isn't used to—his experiences thus far having been almost solely in the company of other dwarves—but he doesn't give up the chase.

After a frustrated growl, Dargrim calls out from the back, "Piss on th'old man! If it be orcs settin' fire t'camp, get th'refugees inside th'walls while we can!"


Male Human Magus (Bladebound) 2 (HP 22/22 | AC 16/17 w/Exp | T 12/13 w/Exp | FF 14 | CMD 15 | F +5 | R +2 | W +3 | Init +2 | Per +5)

The former Zhentarim is more put out than surprised by the sound of alarm and the threat of a possible orcish raid. Unlike the others, who move quickly, Innocent is more deliberate and thoughtful. What he was thinking of doing was pressuring the Deputy Mayor with a new negotiation for protection. Desperation made an excellent foundation for Innocent's bargaining position.

But the rest of the crew volunteered to put their lives at risk with near suicidal happiness, as though the task were expected of them. Like they were Leilon soldiers answering the call of duty, rather than mercenaries who profit in blood and steel. Innocent furrowed his brow, not exactly disappointed by their collective valor, but...suddenly aware of the vast gulf between their worldview and his own.

Is my coinpurse so empty...?

Their actions force any negotiations out of the question. The Deputy Mayor would just tell Innocent to lick toads while the rest of these adventurers did the heavy lifting for free. With his own heaviness, Innocent rises from the chair he had taken for the pitch and nods approvingly to the bartender before he waylays Malfell with a heavy hand on his shoulder. "Your people and these refugees are going to be terrified that an attack has come to their gates. You may be no warrior, but war is here, and they will look to you now more than ever in the Mayor's absence. Make ready your words."

He returns Ulciscor's nod and exits, keeping pace with the priest and drawing his scimitar when they are nearer to the northern gate.


Leilon has no stout walls, as do larger towns and cities. Instead, it has a ring of defensive positions and palisades around the town proper. A guard approaches your group as you get closer to the north gate. Orcs! A raiding party has hit the refugee camp. There's not many of 'em, but enough to ravage those poor bastards out there. They're cutting down all they can, and setting their tents alight. Looks like a couple of groups of the poxy buggers!

Argentia turns to your group. Let's split up. I'll take my group at the easterly attackers, you handle the attackers out through the north gate, here. Do what you can for the refugees, but Malfell was right - we can't allow Orcs with fire at our town!

Your view of the situation out the northernmost gate looks dire; several tents are already on fire, and refugees with nothing but the clothes on their backs flee towards the gates, pursued by several brutish Orc warriors. There are already a number of dead on the ground; several Orc archers are having a field day targeting the innocent with their black-fletched arrows.

Combat map is here.

You can place your characters anywhere in the vicinity of the gate marked in gray (using the darkest blue on the colour chooser, please). Use insert note to make sure your character is named. Initiative is thus:

Orc warriors: 1d20 + 0 ⇒ (1) + 0 = 1
Orc archers: 1d20 + 3 ⇒ (3) + 3 = 6
Orc sorcerers: 1d20 + 3 ⇒ (11) + 3 = 14

Ulciscor: 1d20 + 2 ⇒ (19) + 2 = 21
Dargrim Rumblecask: 1d20 + 1 ⇒ (18) + 1 = 19
Dorn Kindleheart: 1d20 + 7 ⇒ (19) + 7 = 26
Gyro Titanblade: 1d20 + 1 ⇒ (5) + 1 = 6
Innocent: 1d20 + 2 ⇒ (12) + 2 = 14
Lioslan Shaelara: 1d20 + 4 ⇒ (3) + 4 = 7
Kevkas: 1d20 ⇒ 1

Initiative groups:
A: Dorn Kindleheart, Ulciscor
B: Dargrim Rumblecask, Innocent
C: Orc sorcerers
D: Lioslan Shaelara, Gyro Titanblade, Kevkas
E: Orc archers
F: Orc Warriors

Civilians move last each turn


gold elf fighter 2, HPs: 20/20 - AC: 18|14|14 - For:+3 | Ref:+4 | Wil:+0 - Init:+4

Lioslan waved for the steady stream of refugees to enter the gate, waiting patiently for the crowd to ease before taking aim. "This way! Be swift!"

The poor, pitiful refugees, incapable of protecting themselves or likely even staying together in the confusion, poured past him toward the town. Let's see Malfell lever them away from relative safety now, he thought, not without a measure of schadenfreude. The cowardly human had turned his back on his fellows once; he'd best not do it again, lest there be knives among them.


Remember to place yourselves in the gray area indicated at the gates, please :-)

After everyone is placed, group A - Dorn and Ulciscor - can go ahead and state their actions.


Male Aasimar Cleric 2 [HP: 14/14 | AC: 17 | T: 12 | FF: 15 | CMB: +2 | CMD: 14 | Fort: +3 | Ref: +2 | Will: +7 | Init +2 | Perc: + 10| Speed: 20'| XP: 535 ]

Assuming that I can start him in the grey, assume that he is/was next to Innocent before he began his turn, and then move him after, the following happens, and I've placed him at the end of his move.

One of the last to leave for the gates (having jogged along with Innocent), Ulciscor was, nevertheless, one of the swiftest to act once he arrived. Even as he and Innocent came into sight of the gate, Ulciscor reached beneath his red scarf, and pulled free an iron medallion, lacquered in purple and depicting a black-gloved hand holding a coin with a two-faced head upon it - the holy symbol of Hoar, the Doombringer. Gripping the medallion in his own black-gloved hand, he began to speak, his voice smooth, solid, and laced with power.

"Yea, though the forces of Chaos besiege thee, He shalt guide thy sight, order thy thoughts, and bring clarity to thy mind. Let Order bring thee peace, as thou dost strive to set right what has been unjustly disturbed." As Ulciscor spoke the final word, he touched Innocent's shoulder, and the air around Innocent shimmered with pure white light for an instant.

Then, without breaking stride, Ulciscor lifted his shield and walked out into the chaos of fleeing refugees and bloodthirsty orcs.

Cast Protection from Chaos on Innocent (CL 2 = 2 Minutes duration, DC 16 to overcome), giving Innocent +2 Deflection Bonus to AC and +2 to Saves vs. Chaotic opponents. Then Move 20' from the gate (see map). Also, for the record, he left his backpack in their room, assuming they've been in town longer than a day - if not, he'd have left it in the bar.

EDIT: Change to the fluff, as Prot:Chaos doesn't require the parchment thing - that's a different spell.


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Any chance for prep during the run to the gates or while Argentia is giving orders? A standard action taken in conjunction with a move while moving into the gate area, maybe?

Assuming not, he'll cast Protection from Evil on himself and move 20' toward the nearest orc. This is reflected in his positioning on the map.

Kevkas drew his sword and grinned as he saw the orcs tearing into the refugees. "Tempus! No quarter for those who attack the defenseless! Face me, you ugly sons of pox ridden whores!"


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Could someone place me at N27, please? I'm on my phone and can't manipulate the spreadsheet. I'm assuming green are refugees, based on your description, DM.

"Gods, it's mayhem out here."

Dorn sights his crossbow, but can't get a clear shot. So he waits for the right moment.

Ready action to fire on the first orc, he'd have a clear shot at.

Crossbow : 1d20 + 3 ⇒ (17) + 3 = 20
Damage : 1d8 ⇒ 7

-Posted with Wayfinder


There are notes on every entry identifying what they are. In general though, you guys are always blue, baddies are red and allies and noncombatants are green.


Also, apologies, but I'm going to be away from my computer for most of the day. When I get home this evening I'll place anyone who hadn't and begin resolving actions.

As for prep, there was a several-minutes long jog to get to the gates so I'm going to rule there'd be enough time for one standard action worth of prep. I do normally indicate if there's time for pre combat prep but this time it slipped my mind. Mea culpa :-)


Male Human Magus (Bladebound) 2 (HP 22/22 | AC 16/17 w/Exp | T 12/13 w/Exp | FF 14 | CMD 15 | F +5 | R +2 | W +3 | Init +2 | Per +5)

Got you placed, Dorn. Innocent's prep standard action is to cast Shield.

Upon reaching the gate, Innocent presses his back to the frame as refugees come rushing through it. In that moment of catching his breath from the jaunt here and steeling his nerves against the oncoming bloody fight, he extends his left hand and displays his palm, holding the hand at a perfect vertical angle to the point that it is uncomfortable. He feels it more than sees it, the shield of force that springs into being in front of him. Then he turns and moves onto the field of battle.

AC: 22 (+4 armor, +2 deflection, +2 dex, +4 shield)
Fort: +4, +6 vs. Chaotic
Reflex: +2, +4 vs. Chaotic
Will: +2, +4 vs. Chaotic

Considering the buffs I may be running and layering expertise on top of that, I think trying to update the reference text for the character gets messy. So I will make it as easy as possible by providing you with the running stat at the bottom of the posts, Locke.


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]
DM Locke wrote:
As for prep, there was a several-minutes long jog to get to the gates so I'm going to rule there'd be enough time for one standard action worth of prep. I do normally indicate if there's time for pre combat prep but this time it slipped my mind. Mea culpa :-)

Thanks, DM. Kev's prep action will be casting Divine Favor, then.


Guys, just to make my life easier, when initially placing your character please stick to the designated area, even if you intend to move your characters on your turn. Also, please stick with your initiative group and wait until your group is up to declare actions. Thank you, guys; it'll make organizing combats so much easier for me.

Round 1 - Group A:
Ulciscor casts protection from chaos on Innocent, before moving forward to M24.
Dorn has no clear shot with his crossbow, so he holds his action until he does. Attack and damage rolls will apply to next attack.

Group B is up next. Innocent (who has already declared his action) and Dargrim.


HP: 24/26 | Studied Target: none
Stats:
(AC 17, T 11, FF 16) | CMD 17 (+4 vs. bull rush/trip) | Fort +6, Ref +4, Will +2 (+3 vs. poison, spells, and SLAs) | Init +1 | Percept +7
Trap Perception:
+9 (+11 for stonework)

Though part of him delights at the prospect of getting to paste a few orcs, Dargrim's heart sinks a bit to see the destruction the creatures have already wrought on the beleaguered refugees. He strolls forward with his jaw set tight and hatred seething from his glare. "Lullaby" finds its way into his hands as he trudges past the refugees and towards the line of orcs, though his legs cannot quite close as much distance as the dwarf would like. He notices the line of newly found companions forming on his left, so Dargrim elects to hurl himself into the right side of the orcish wave.

"Ah've a helpin' o' hammer fer yens, ye ugly bastards!" Dargrim calls out as his squat legs carry him past the bulk of the refugees near the gate.

____________________

Free Action: Draw earthbreaker
Move Action: Move forward 20 ft.
Standard Action: Move forward another 20 ft. to O20.


Round 1 - Group B:

Innocent casts shield upon himself and moves forward to N24.
Dargrim draws his weapon and double moves forward to O20.

Group C - the Orc sorcerers - up next!

Orc sorcerer A moves 25' to E6 and begins setting the tent on fire with a torch!
Orc sorcerer B moves 30' to T6 and, spying a refugee, takes aim and fires with his light crossbow:
Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d8 ⇒ 6
The bolt catches an old man in the back, felling him, as his wife stumbles beside him, screaming in terror!

Group D is up next - Kevkas, Gyro, Lioslan
Kevkas has already announced he'll be casting protection from evil and moving forward 20' to L24.


Male Gnome
VITALS:
AC: 22(23), T: 12(13), FF: 21(22); HP: 65/65; F:8, R:3, W:1; CMD 19; CMB +6 ; Init: 1 ; Perc:+9
Barbarian 2
SKILLS:
Acrobatics -2 (-10 to jump), Craft (armor) +12, Craft (blacksmith) +15, Craft (weapons) +13, Perception +9, Survival +7, Swim +9

Gyro, hammer in hands, will double move to K18. Prepared to face his larger opponents

"I'm ready for you, you big ugly brute! Time to knock some knees!"

-Posted with Wayfinder


@Gyro: K19 would be the closest you could get with 40' of movement; your second diagonal, of course, costs 10'.


Male Gnome
VITALS:
AC: 22(23), T: 12(13), FF: 21(22); HP: 65/65; F:8, R:3, W:1; CMD 19; CMB +6 ; Init: 1 ; Perc:+9
Barbarian 2
SKILLS:
Acrobatics -2 (-10 to jump), Craft (armor) +12, Craft (blacksmith) +15, Craft (weapons) +13, Perception +9, Survival +7, Swim +9

my bad. Okay. K18 then =^^=

-Posted with Wayfinder


gold elf fighter 2, HPs: 20/20 - AC: 18|14|14 - For:+3 | Ref:+4 | Wil:+0 - Init:+4

comp.longbow: 1d20 + 5 ⇒ (1) + 5 = 6
dmg: 1d8 ⇒ 2

Moving forward and to the right in an effort to avoid the rushing crowd, Lioslan took aim at one of the orcs chasing the refugees - only for a panicked group to run in front of him at the last moment. He jerked his bow up as he loosed, and his arrow went sailing uselessly into the distance.

His eyes narrowed as he strung another arrow. This time, orc...


Move to S22 and shoot at Orc Warrior A.

tracked resources:

normal arrows left: 19


Actions for Group D:

Lioslan takes aim at an Orc but misses!

Gyro moves up and readies himself for combat!

Group E, the Orc archers, are next!

Orc archer A targets a fleeing refugee in square M21:
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
The arrow catches the unfortunate middle aged man square in the back, dropping him to the ground.

Orc archer B targets a fleeing refugee in square Q21:
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
The arrow catches a young woman in the back of the neck, extinguishing the light in her eyes immediately and killing her.

Orc archer C takes a five foot step to L13 and, spying Gyro preparing for combat, decides to take aim at the gnomish warrior!
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
The arrow lands harmlessly at Gyro's feet!

Group E - the Orc warriors - are up next!


Group E's actions:

Orc warrior A takes a run at the refugee in square P18 and swings it's thick-bladed falchion at the helpless young man:
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7
The blow lands deep into the young man's back, dropping him to his knees and then face-down into the dirt.

Orc warrior B takes a five foot step forward and attacks the young woman in square N18:
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Howling in triumph, the Orc warrior beheads the young human woman.

Orc warrior C charges at Dargrim, snarling and snorting like some wild boar:
Attack: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
The dwarvish warrior is ready, however; he parries the savage attack with his earthbreaker. The Orc will be vulnerable to counterattacks next round (-2 AC).

Orc warrior D five foot steps to J19 and strikes at Gyro:
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
The savages' falchion passes several inches over Gyro's head; the gnome is clearly no newcomer to combat, as he easily ducked under the Orc's clumsy blow.

Group F - the refugees - are up next!


Actions for group F:

Many of the refugees make it through the gates and, hopefully, to safety. Other move towards the gates but cannot reach them yet. Most appear to be out of immediate danger, allowing you to focus on the Orcs.

Dorn still has a readied action, and fires at Orc warrior C. The Orc howls in pain as the crossbow bolt bites into it's side. It fights on, however!

Round 1 is over! Round 2 is up, as is group A - Dorn and Ulciscor.


Male Aasimar Cleric 2 [HP: 14/14 | AC: 17 | T: 12 | FF: 15 | CMB: +2 | CMD: 14 | Fort: +3 | Ref: +2 | Will: +7 | Init +2 | Perc: + 10| Speed: 20'| XP: 535 ]

Seeing the Orcs cut down defenseless refugees from behind, when legitimate combatants had presented themselves, Ulciscor frowned. He had no trouble with legitimate casualties in fair combat, but the Orcs had just earned themselves the wrath of Retribution for their actions.

Unfortunately, Ulciscor himself wasn't in the position to deliver that retribution just yet. Another challenge had presented itself. Some of those that had been cut down hadn't been killed outright, but if left to lie where they had fallen, would bleed out. If Ulciscor healed them before the orcs were properly engaged, he could merely be giving the Orcs the chance to kill the refugees for certain - but if he waited too long, the once would have been enough.

"Those who have fallen - they may be getting up soon. It might not be the most tactically sound, but if you could engage the Orcs nearest the fallen, before they can kill them again, it might help." Ulciscor spoke to Kevkas and Innocent, then moved to a spot where his next action could benefit the most people, focused his will, and called forth a wave of healing energy.

"He who sets right what has been wronged, give strength to those unjustly robbed of it, and deny those who would steal their lives."

Channel Energy: 1d6 ⇒ 1

It seemed Hoar had seen Ulciscor's dilemma, and provided only enough healing to keep the fallen from death, without bringing them to their feet to be slain in truth. Ulciscor gave a whispered prayer of thanks, even as he prepared to deliver his God's righteous wrath.

Excellent time for a 1 on a Channel roll! Move to O22. Channel Energy (1hp healed), 30' radius - should get the fallen refugees in N18, P18, Q21 and M21. Exclude all 4 Orcs in range. That should stabilize any of the fallen who aren't dead yet (except the one at M9, sadly), without waking them up to be chopped on again. :-)

Tracked Resources:

Channels remaining (7/day):6


Male Gnome
VITALS:
AC: 22(23), T: 12(13), FF: 21(22); HP: 65/65; F:8, R:3, W:1; CMD 19; CMB +6 ; Init: 1 ; Perc:+9
Barbarian 2
SKILLS:
Acrobatics -2 (-10 to jump), Craft (armor) +12, Craft (blacksmith) +15, Craft (weapons) +13, Perception +9, Survival +7, Swim +9

scenimatical appropriate die roll

-Posted with Wayfinder


Spells:
Cantrips, 1st 5/5
Stats:
HP 18/18 | AC 13 ff13 t10| Fort +2 Ref +3 Will +3 | Init +7 | Perc +5, low-light | crossbow +4(1d8) crit 19
Male Human Sorcerer 2; 1,300xp | 26.88gp | Effects: None

Dorn moves forward and reloads his crossbow.

"I can't believe I'm not getting paid for this," he grumbles as he fidgets with the lever.

Move to N25. Move action to reload crossbow.

-Posted with Wayfinder


Male Aasimar Cleric 2 [HP: 14/14 | AC: 17 | T: 12 | FF: 15 | CMB: +2 | CMD: 14 | Fort: +3 | Ref: +2 | Will: +7 | Init +2 | Perc: + 10| Speed: 20'| XP: 535 ]

Dorn moved to N25 on map


Actions for Group A:

Ulciscor moves forward and channels energy, stabilizing four of the dying refugees with Hoar's healing power.

Dorn moves forward and reloads his crossbow.

Group B is up next - Dargrim and Innocent.


Male Human Magus (Bladebound) 2 (HP 22/22 | AC 16/17 w/Exp | T 12/13 w/Exp | FF 14 | CMD 15 | F +5 | R +2 | W +3 | Init +2 | Per +5)

"What Bane demands goes beyond training. He demands thought tempered into pure and unwavering instinct. When you see a situation, you must know what to do and do it without hesitation. You are worthless dead, and only slightly less worthless alive."

Innocent's jaw smarts from the memory of a broken incisor, the result of a gauntleted fist to facilitate his education. He surveys the battlefield. Arrows fly, people die. The screams are familiar and coax adrenaline into his veins, pumping as thick as the blood pouring from that decapitated neck. His nostrils flare in sudden hate as the blade of the scimitar takes on a surprisingly dull and faded look. Innocent instinctively pushes his bitterness and anger into the point of the scimitar and strides forward with heavy footsteps, bringing the cruel blade down with an overhead chop into the orc!

Expertise Strike: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Swift Action to use Arcane Pool to give +1 enhancement bonus to scimitar for 1 minute. Move N20. Expertise Strike the orc in N19.

AC: 23 (+4 armor, +2 deflection, +2 dex, +1 dodge, +4 shield)
Fort: +4, +6 vs. Chaotic
Reflex: +2, +4 vs. Chaotic
Will: +2, +4 vs. Chaotic

Tracked Resource: Arcane Pool 3/4


HP: 24/26 | Studied Target: none
Stats:
(AC 17, T 11, FF 16) | CMD 17 (+4 vs. bull rush/trip) | Fort +6, Ref +4, Will +2 (+3 vs. poison, spells, and SLAs) | Init +1 | Percept +7
Trap Perception:
+9 (+11 for stonework)

Have weekly tabletop gaming tonight, will try to get a post up after we wrap up tonight.


I'm acting for Dargrim, as his action seems evident from his position.

Actions for Group B:

Innocent moves forward and slashes at Orc warrior C - his blade bites deep into the foul humanoid's shoulder, a blow that would fell many men instantly. The muscular brute howls, but does not fall!

Dargrim sees and opportunity to finish of the Orc and swings with all of his might:
Power attack: 1d20 + 5 - 1 + 1 ⇒ (17) + 5 - 1 + 1 = 22 -1 power attack, +1 racial hatred
Damage: 2d6 + 9 ⇒ (3, 3) + 9 = 15
Dargrim's earthbreaker connects with the Orc's head, twisting it right round with a nasty snapping sound. The foul beast drops dead!

Group C - the Orc sorcerers - up next!


Actions for Group C:

Orc sorcerer A double moves to M12, clearly looking to join the fray!

Orc sorcerer B double moves to to N15.

Group D is up next - Kevkas, Gyro, Lioslan.


Male Gnome
VITALS:
AC: 22(23), T: 12(13), FF: 21(22); HP: 65/65; F:8, R:3, W:1; CMD 19; CMB +6 ; Init: 1 ; Perc:+9
Barbarian 2
SKILLS:
Acrobatics -2 (-10 to jump), Craft (armor) +12, Craft (blacksmith) +15, Craft (weapons) +13, Perception +9, Survival +7, Swim +9

"Good. You come to me. Ha!"

The small creature swings his hammer at the orc right by him, but the orc seemed to step just out of reach of him

Attack Swing: 1d20 + 6 ⇒ (1) + 6 = 7
Crunch!: 1d10 + 4 ⇒ (6) + 4 = 10

great... oh well...

-Posted with Wayfinder


gold elf fighter 2, HPs: 20/20 - AC: 18|14|14 - For:+3 | Ref:+4 | Wil:+0 - Init:+4

With the refugees cleared from his path, Lioslan took aim at the orc closest to them.

comp.longbow: 1d20 + 5 ⇒ (4) + 5 = 9
dmg: 1d8 ⇒ 7

Unfortunately, his arrow whipped past the orc's head, flying off once more. Lioslan gritted his teeth and slung the bow. It was time to get personal with this filth.

tracked resources:

normal arrows left: 18


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Seeing that Gyro had the closest orc in hand, Kevkas bares his teeth and charges the one just past the now-dead orc. "Tempus!"

Charge/Power Attack orc warrior B. AC this round is 13, 15 vs. evil.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13


Actions for group D:

Gyro swings at, and misses, Orc warrior D.

Lioslan lets fly an arrow but misses Orc warrior A.

Kevkas charges Orc warrior B and hits him hard - a blow strong enough to fell two human warriors! The Orc remains standing, though he does look unsteady!

Group E - the Orc archers - are up next!


Actions for group E:

Orc archer A takes aim at Kevkas and fires:
Attack: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8 (-4 due to firing at an enemy engaged in melee)
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

The Orcs' arrow is wide, however, missing Kevkas altogether!

Orc archer B takes aim at Dargrim, trying to avenge his fallen comrade:
Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
The black-feathered arrow finds its mark in Dargrims shoulder!

Orc archer C howls like a wolf before letting fly an arrow at Gyro:
Attack: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
A miss, as Gyro twists out of the way with remarkable agility!

Group F - the Orc warriors- up next!


Actions for Group F:

Orc warrior A moves 10' to P19 and attacks Dalgrim with it's vicious falchion:
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
It's brutal attack misses, however!

Orc warrior B, bleeding out, swings at Kevkas:
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
A dying Orc can still draw blood! A vicious cut across Kev's chest draws dark blood from a deep wound!

Orc warrior D attempts to land a blow on Gyro:
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
A near miss, but Gyro again shows a caginess his larger foe did not expect!

All of the refugees that can move make it to safety behind the palisades!


Round 3 is next! Group A - Dorn and Ulciscor - up next!

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