[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Round 1

Knowledge (Dungeoneering): 1d20 + 6 ⇒ (18) + 6 = 24

As his fellow dwur is coated in the green slime, Maxim curses as Juraan's warning affirms his own knowledge on the fell mold;

"Skit! We need to burn it off him... Don't touch him without gloves!"

The gun-mage holsters his pistol (Move Action) and draws a flask of alchemical fire (Standard Action)

Round 2

Maxim then moves toward the fallen warrior and also hurls down his flask of fire;

"Need to burn this stuff offah him pronto!"

Ranged Touch: Alchemical Fire: 1d20 + 4 ⇒ (20) + 4 = 24
Damage (Fire): 1d6 ⇒ 1
Critical Threat? - Ranged Touch Alchemical Fire: 1d20 + 4 ⇒ (5) + 4 = 9
Critical Damage? (Fire): 1d6 ⇒ 2

Kikinnin takes 1 hp splash damage


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Between the creature itself hurting Kikinnin and the burn damage from being set on fire , Ryan holds forth his Sheild asking for divine help.

channel: 1d6 ⇒ 5hp +1 AC for one round


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Round 1

Status:

AC = 22
HP = 34/34
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None

Kikinnin feels the green drench him, giving him pause to understand what new horror has befallen his group. He looks around, assessing the others for their current state of slime. Finding none, he listens to Juraan's explanation, and sees the man's point. This burns. This burns hard.

The black-beard doesn't scream out in pain to indicate to others that he's in trouble. He hopes his frantic retrieval of his own alchemist's fire is enough to convey his plight.

He self-immolates, burning the substance off with fire, striking his breast with the glass flask.

Alchemist's Fire: 1d6 ⇒ 5 damage

"Back away, folks. This packs a punch."

Round 2

Kikinnin retreats, if the green slime is mobile. He doesn't bother with putting out the fire, letting it burn away anything else clinging to him.

Alchemist's Fire, 2nd Round: 1d6 ⇒ 5 damage


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold's Round 2

Though she still doesn't understand her companions' words Marigold does get the gist as Kikinnin himself and several others begin throwing alchemical fire. She hesitates, remembering the chiding she'd gotten from the dwarf the last time she'd lit him up. Even though they'd come to an understanding it was still an experience she was in no hurry to repeat.

So instead of aiding with fire she aids with healing, stepping next to the dwarf and placing a hand on him even as the slime and the fire burn...

Cure Light Wounds (Kikinnin): 1d8 + 3 ⇒ (5) + 3 = 8

Move me down next to Kikinnin please!


Iron Gods: Iron maps;

Juraan's fire burn: 1d6 ⇒ 6

Maxim hurls another alchemical fire while Kikinnin splahes the liquid over himself in a desperate attempt to get rid of the slim.

Ryan places a prayer healing the party while Kikinnin moves around in flames.

As the flames disappear you can see the green slime is gone, consumed and purified by the power of the fire.

Combat is over

Down below the cavern, you can overhear some voices.

Perception DC 15:

You can distinguish the voice is that one of a dwarf. It is talking with someone with a stronger voice, perhaps an orc, or an ogre, or something vile like that.
The strong voice seems to hurry the voice.

If you take attention to the deepest part of the cavern, you can notice the light of daylight.


Male Human Sorcerer (inactive)

Phew! That would've been bad for Kikkinin with more CON damage like that first one!

perception: 1d20 + 6 ⇒ (15) + 6 = 21

Noticing some voices ahead, Juraan says:
"Sounds like a Dwarf ahead."
"Talking to an Orc or Ogre or something."
"Kind of odd."


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim shakes his head at Juraan's words;

"Nay odd... Kazmojen was dwur-blooded mind... Could be another breed who knows our tongue..."

The gun-mage checks his pistol is loaded with bullet and powder then adds quietly;

" Ware if it is an Eiger... they can brutal foes!"


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Kikinnin has 6 point of Con damage, probably need to work on that before going too far

earlier
After the battle, and the multiple healings Kikinnin, still does not look as hearty as his usual self should be, fishing around in his potion Ryan eyeballs one and presents it to him.
"Here take this it should help, return you to a more robust feeling self." potion(restoration, lesser): 1d4 ⇒ 3
Heal: 1d20 + 9 ⇒ (19) + 9 = 28
"Hmm still not quite there" Grasping his key hanging at his neck in one hand and holding to Kikinnin's shoulder with the other "Abadar restore this one to his full fighting form as we continue to clear this blight from below the city." spell(restoration,lesser): 1d4 ⇒ 4

Studying the dwarf's face and complexion, Ryan smiles "There that's much better, however we should avoid any more of that mess. I'm out of that spell until I petition Abadar tomorrow. I'm sorry there's little I can do for your armor right now."

current
perception: 1d20 + 3 ⇒ (10) + 3 = 13
Unable to hear what the others have, Ryan can offer little in what might be talking ahead. " JJ is our scout, would this be a good time to allow him to move forward and...scout? Stealthy approaches are not my forte."


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim nods toward Kinkinnin's charred armour as he loads;

"There is a mending enchantment, but I do not have the knowledge of it... Perhaps when we return to the city I can get it from Ghelve... Unless any o' our company know it?"


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"I can petition for it, but as with more of the restoration magic that will be tomorrow, perhaps it would be something I need daily if we continue down here."


Iron Gods: Iron maps;

A few scattered bones lay around the cavern, rusted bits of equipment, and pools of harmless slime.

Ahead, the passage widens, forming a rough-hewn cavern with a forty-foot-high ceiling. The floor slopes down toward a southwest exit. Two natural columns of rock support the ceiling, and a twenty-foot-high ledge connects the westernmost column to a nearby wall.

Following the source of the voices you find out a group of seven half-orcs and a grimy, bald dwarf. The dwarf holds a crystal ball with the image of an ogre mage inside with whom he seems to be talking.

"All the goblins are dead 'Blue Duke', Chorlyndyr and Kallev are missing too" says the dwarf. The half-orcs seem nervous.

The blue faced ogre image seems very angry and answers back "The guards are posted at Orak's bathhouse and a group of adventurers are going down. Hurry up, finish them off and make sure there is no trace of the cage materials" the ogre looks back like if he was listening to someone else then looks back to the crystal ball "We will look for a different way to sneak our half-orc mercenaries into the city"

Roll stealth those going down scouting and finding the above situation. Map tokens updated.


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HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold waits nervously as some of the others scout ahead to find out more. She had no intention of trying to creep closer herself unless she had to - and she hoped she wouldn't have to.


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

stealth(JJ): 1d20 + 5 ⇒ (16) + 5 = 21
perception(JJ): 1d20 + 7 ⇒ (10) + 7 = 17
Looking back JJ said Thurs, he'd be out of town for a few days bot as needed, think we're waiting on him

JJ slips towards the voices heard below, retrieving the potion of invisibility, carrying it in his off hand should he be seen. Stowing his Ioun torch as he get close enough for the daylight to light his way. stopping him at the blue circle to listen in on those ahead


Iron Gods: Iron maps;

Good catch Ryan, I should have noticed! Thanks a lot for boting him

GM:

Dwarf-distance: 1d20 + 7 - 3 ⇒ (10) + 7 - 3 = 14
7d20 ⇒ (9, 7, 2, 13, 1, 7, 14) = 53

Without apparently being noticed, JJ retreats to the group's position and delivers all the information about what he has seen "They somehow new we are approaching. There is a dwarf and seven half-orcs, and I have seen in the crystal ball the ogre mage they call the Blue Duke"

Assume he explains all the details on last post


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"Sounds like they have a mission and its us, better to meet them while they are confined than to face all of them in the wide open of the main cavern. Can we catch them as the exit the narrows?"


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Acid and fire, when applied judiciously, works wonders on stone and metal. On flesh, only erosion and blackening. Kikinnin feels the full brunt of the slime's acidity, as his joints begin to doubt their adhesions, and his muscles debate their insertions into his bones. When Marigold's healing comes, he hopes for full restoration. When none comes, he holds still, fearing for his body's integrity.

As Ryan steps up, and applies a different form of healing, only then does Kikinnin begin to relax.

Ryan wrote:
"Here take this it should help, return you to a more robust feeling self."

The black-beard claps the priest on the shoulder, clasping his hand on Ryan's deltoid. "That's the stuff, Ryan. You know your art well, good man. Abadar blesses us with your presence." When he's said his thanks, he lets go of the shoulder.

As Ryan and Maxim speak on repairing armor, it gives Kikinnin pause to actually examine it himself. For the damage, the black-beard grows quiet. He rubs the corroded parts delicately, as if touching it will cause further damage. Once touched, his gloved fist clenches in frustration before loosening. "Damn the damned slime. Damn it for the abomination it is. Why something like that exists is beyond my ken at the moment."

He stands and breathes, waiting for the scouting to be done.

...

Once JJ returns from scouting and gives report, Kikinnin taps his axe to his shield. "Let's do just that. I've got no small frustration that should bear out against a couple of those orc-bloods. Let alone the dwarf."

Kikinnin will move forward as JJ indicates, allowing the boy to steer them to the appropriate chokepoint, where he expects to stand.


Male Human Sorcerer (inactive)

"Sounds like the narrow tunnel is the best place to meet them."

GM Rusteg:
How much time should Juraan have left on his mage armour?


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim scowls a little as JJ imparts what he knows;

"Dwur and half-euroz... working together... Ain't right..."

On tactics he nods, before tapping his pistol;

"Mind we get a salvo of ranged fire in afore the grand melee kicks off..."


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Back! An extended weekend of vineyards in the Barossa valley. But a lot of time on planes.

"It is very narrow up there, those of you with spells that can affect an area would be able to wreck havock on them at the clustered at the outside. Then Kikinning and I can clonk them on their heads as they try to come in. I'm curious about where this tunnel comes out. Maybe in the jungles outside of Cauldron. Perhaps this is an old smugglers route?"


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"I'll step up as well, Lending both shield and mace in addition to divine magics." Ryan says as he winds the heavy mace, preparing for the opening volley.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

"Um...if we're g-g-going to t-t-try and g-g-get them at a ch-chokepoint, I could t-t-try my r-r-razzledazzle magic...like what J-Juraan carries in his wand," Marigold offers. "If it'll even work," she adds. "Or I could t-t-try magic to m-m-make one of them run away in f-f-fear."


Male Human Sorcerer (inactive)

"Good idea, Marigold, but only a temporary solution."
"As soon as we leave they'll be back again."
"And probably more of them too."
"We need to lure them into a narrow defile, then hit them."
"I still have some acid and alchemical fire flasks for that sort of thing."


Iron Gods: Iron maps;

You overhear the voices of the half-orcs as they approach entering the cavern. They will soon reach the wide cavern in front of you.

Time for preparation is running out guys ;)


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Something scratches between Kikinnin's ears. For all the preparation they invested in Drakthar the Dead and Buried, he realizes he has a couple of baubles that should benefit this inevitable clash with Blue Duke minions.

He pulls out his potion and oil, making sure to drink one and pour the other. Bull's Strength and Magic Weapon.

The black-beard looks to Marigold and Maxim, waiting for their power to bear upon the rabble, before stepping forward and complicating the ranged volley. Kikinnin feels as ready as he'll get to be. A quiet murmur of thanks to Abadar for returning his strength, and he tightens his grip on his axe, expecting several solid swings in the near future.

"We capture the dwarf. He doesn't get away, either way."


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Ryan will cast Bless on the group as they hear the others approach, then casting Divine Favor upon himself.

Bless - Allies gain +1 on attack rolls and saves against fear for 3 minutes

Divine Favor - You gain +1 luck bonus per three levels on attack and damage rolls. 1 min

Moving forward to take his place in the line. Hvy crossbow ready.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Might make more sense to lure them toward the larger chamber to bring both melee and missile fire to bear?

Maxim forms up alongside Ryan, checks his loaded pistol, then nods toward where Surabar stands;

"Well lad. Go pick us a fight..."


Male Human Sorcerer (inactive)

Juraan will move up near the bottleneck, where Maxim and Ryan are, and use another charge of the Mage Armor wand on himself.
I'm assuming the last charge is long gone after all that messing about with the bugbear.
That wand should have 18 charges left.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

I was thinking to let them out about where Ryan is he'll take one shot with the Xbow and then switch to melee
I'm game though for wherever you want to draw the line, further back gives more shots before they encounter melee. Feel free to move Ryan and set the ambush


Iron Gods: Iron maps;

Initiative:

JJ: 1d20 + 2 ⇒ (12) + 2 = 14
Kikinnin: 1d20 + 1 ⇒ (14) + 1 = 15
Marigold: 1d20 + 2 ⇒ (4) + 2 = 6
Maxim: 1d20 + 3 ⇒ (11) + 3 = 14
Juraan: 1d20 + 2 ⇒ (6) + 2 = 8
Ryan: 1d20 + 1 ⇒ (2) + 1 = 3
Half-orcs: 1d20 + 1 ⇒ (5) + 1 = 6

The sound go louder as your enemy approaches. When the half-orcs turn the corner, they are taken by surprise giving you the opportunity to take the advantage!

Maxim, Kikinnin:

You quickly recognize the dwarf as Xoden Nightshield.
I do not know if you remember, but he has been appearing in notes and spoilers before

The half-orcs are all armed with halberds and bucklers and armored with breastplates. You cal also see bows on their backs.


Surprise round: Kikinnin, Maxim, JJ, Juraan, Marigold, Ryan
Round 1: Kikinnin, Maxim, JJ, Juraan, Marigold, Half-orcs, Xoden, Ryan
It seems you have really taken them by surprise. You all get a standard action for the surprise round, then a full round of actions for round 1 (except Ryan who loose the initiative this time).


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Surprise round
Ryan takes aim at one of the leading orcs with his heavy crossbow...
xbow: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d10 + 1 ⇒ (7) + 1 = 8


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Surprise Round

Having not realized how close the approaching half-orcs really were, Marigold squeaks with alarm when she realizes that she's not in the right position to use her magic like she'd been talking about. Hurriedly she ducks past Ryan and rushes to the front, ignoring the small part of her mind screaming about running right into danger's arms...

Marigold moves up to the chokepoint, leaving a space between herself and the leading half-orc as he's coming around the corner.

Marigold's Round 1

Before the approaching group can properly gain their bearings, Marigold raises her hands and unleashes a colorful blast that washes over several of the creatures. Not even waiting to see if her magic even worked or not she then turns and runs back the way she came, leaving the way open for her companions.

Marigold's Color Spray should at least hit Purple, Blue, and Green. It might hit Red but with the wall in the way that one might be shielded; will leave that up to Rutseg. DC 14 Will save; treat them all as having 3 HD less for the purposes of the determining the spell's effects (should any fail their saves).


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

I moved you to where I think you want to be.

JJ waits for Marigold and then steps in front of her, unleashing a blow with his shiny new sword.

"Pull back Marigold. Oh blast it...પાછા ખેંચો મેરીગોલ્ડ"

Abyssal:
Pull back Marigold!

attack, FE: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
damage,FE: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
crit?: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
bonus damage?,FE: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Half orcs are treated as humans or orcs for FE. Yay! As he could not move in the surprise round without getting in the way of Marigold, he moves in the normal round and then gets just a single attack. Next round he will have to 5' step back to make room for Kikinnin as well.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Whoops, should've made it more clear - on her surprise round MG moves up (to where you put her, thanks!) and then on her normal round casts her spell and then beats feet back to where she was standing earlier. It might screw things up a little for people during the surprise round but hopefully her moving back after her regular turn won't mess with anyone too much :\


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Oopse, in that case JJ moves up to (new location) and readies his attacks. Substract two from the crit confirm roll due to using TWF.

second attack, TWF,FE: 1d20 + 8 + 2 - 2 ⇒ (19) + 8 + 2 - 2 = 27
crit?, TWF,FE: 1d20 + 8 + 2 - 2 ⇒ (2) + 8 + 2 - 2 = 10 <- not confirmed
damage: 1d6 + 1 ⇒ (2) + 1 = 3


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Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Surprise Round - Buffs: Bless (+1 on attack rolls and saves against fear)

Maxim readies to shoot only to see his line of sight obscured by Kikinnin and JJ.

"Gods be damned! Yer in my way ye eijits!"

He curses then shifts towards the oncoming foes for a better shot... (Move Action)

Round 1 - Buffs: Bless (+1 on attack rolls and saves against fear)

Scowling the gun-mage levels his firearm, imbuing it with magic (Arcane Strike - Swift Action), before firing at nearest half-orc (Green)

Ranged Touch - Pistol (+Bless): 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage: Pistol (+Arcane Strike): 1d8 + 1 ⇒ (7) + 1 = 8

He then heads back toward the lines of his companions (Move Action - 20ft.)

GM-R: Just to be clear - Maxim moved to 2 squares right of JJ in the surprise round... Fired then moved back to beside Marigold in R1


Male Human Sorcerer (inactive)

Surprise Round
Juraan runs up beside JJ and unleashes a Burning Hands spell doing acid damage
burning hands, acid damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
(dc 15, reflex halves)

That should hit the two lead half-orcs (green and blue)
I left the targeting triangle on the map for the time being.

Round 1
Juraan then (bravely, like Sir Robin) runs behind Kikkinin and …
throws an acid flasks at the the lead half-orc (green)
Three acid flasks left

acid flask: 1d20 + 5 ⇒ (3) + 5 = 8 Oh … heck!
damage: 1d6 + 1 ⇒ (5) + 1 = 6
(bless, ranged touch, point-blank, 1 hp splash to those adjacent)

A sad throw, but because of the splash, it should do at least 1 HP
and splash the dwarf and red and blue half-orcs for 1 HP each too


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Surprise Round

Status:

AC = 22
HP = 34/34
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Blessed, Bull's Strength, Magic Weapon

Kikinnin snorts as his blond bror blusters. "I've been waiting for you to get your shots off, and you still shoot your mouth off?!" The black-beard shakes his head, clearing his exasperation, while waiting to step up on the approaching horde.

Throwing axe in hand, he chucks it at the lead orc, hoping to bleed them at a distance, before moving up.

Throwing Axe, Range Penalty: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6 for 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8 damage

Round 1

Kikinnin steps to the side, and readies a swing at the first beast to step up. Moved on the map.

"Come on now, here we are! Find out how easy it is to march for the Blue Duke!"

Readied Action, MW Dwarven Greataxe, Bull's Strength, Magic Weapon, Hatred: 1d20 + 7 + 2 + 1 + 1 ⇒ (13) + 7 + 2 + 1 + 1 = 24 for 1d10 + 2 + 2 + 1 ⇒ (9) + 2 + 2 + 1 = 14 damage


Iron Gods: Iron maps;

As the first half-orc approaches turning around the corner, Ryan fires his crossbow. He takes the humanoid in green clothing by surprise and the bolt stabs deep into his right shoulder.

Marigold moves up very close to the half-orcs, leaving barely 5 feet from her to the half-orc impacted by Ryan's bolt.

JJ follows up after her, setting himself into a protective position.

Maxim curses damn the close fight as his clear shot is lost and moves looking for a better shot.

Juraan moves just behind the rocky spot left of Marigold, unable to get to a more direct position as these are taken by the halfling and JJ.
Surprise round, so only 1 standard action Juraan, cannot move and then cast

Resolved, Kikinnin throws the handaxe he had prepared beforehand. The blade flies all over Marigold and JJ's heads and hits the rocky wall of the cavern.

Seeing JJ in front of her Marigold tells the young man to let her flash the enemy and waits for him.

Before the half-orcs can react, JJ slashes with his family shortsword at the one in blue clothing. He seems perfectly familiar with the anatomy of the half-orcs and the blade goes straight into the female's neck veins and cuts deep there. The half-orc should had fallen immediately to the ground but she demonstrates an extreme ferocity and stands, with one hand at her neck, ready to keep fighting. The young adventurer acknowledges Marigold's tactic and quickly retreats without attempting a second attack that will leave him in the middle of his allies attack areas.

As soon as JJ retreats, Marigold eyes open wide, strange words are pronounced by her mouth, and sudden strings of powerful and vivid colours springs from her hands engulfing the creatures at the front.
Green Will DC 14: 1d20 + 0 ⇒ (1) + 0 = 1
Red Will DC 14: 1d20 + 0 ⇒ (12) + 0 = 12
Blue Will DC 14: 1d20 + 0 ⇒ (9) + 0 = 9
Xoden Will DC 14+hardy: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
All the half-orcs but Xoden, fall immediately to the ground, unconscious.

Marigold then retreats past her allies lines understanding the danger the dwarf might pose.

Maxim triggers then his pistol at the enemy dwarf in front. Without JJ and Marigold in the middle, the bullet goes straight to the dwarf's left shoulder and makes plenty of blood to splash into the cavern. He then moves back behind Marigold.

Seeing the empty space, Juraan casts a spell and further punishes the half-orc and the dwarf with a shower of acid springing through the cavern.
Green Will DC 15: 1d20 + 1 ⇒ (16) + 1 = 17
Blue Will DC 15: 1d20 + 1 ⇒ (9) + 1 = 10
Xoden Will DC 15+hardy: 1d20 + 0 + 2 ⇒ (19) + 0 + 2 = 21
The one barely standing alive, finally dies completely unable to avoid the acid, but the dwarf and the other half-orc in the area prove a bit more resistant and survive. Juraan then retreats with JJ and Marigold.

Kikinnin moves to the side of the rocks, exactly to where Juraan was standing a second before, and readies an attack.

"Damn it!" curses Xoden "They are already here!" he looks at the panorama around him. You can still see the face of an ogre in the crystal ball at his hand when he stores it into a bandolier. He pulls up a dwarven axe making a pair with the emblazoned shield at his other hand and looking back at the remaining half-orcs shouts "We are the Blue Duke mercenaries! We are the terror of Golarion! Engage! Engage and become rich with the heads of our vile enemies!"

Maxim, Kikinnin or K. nobility DC 15:

You do recognize the heraldics at the shield as those of the Nightshield clan. One of the clans of Malachite Fortress.

As the first half-orc comes running in her black clothes, Kikinnin let's his axe down over her left leg, almost cutting it neat. The half-orc shouts in pain, then attempts to make it back with her halberd.
mwk Halberd: 1d20 + 7 ⇒ (6) + 7 = 13
S damage: 1d10 + 4 ⇒ (5) + 4 = 9
But the dwarf parries with his axe with ease.

The one in white comes howling menacingly and passes by Kikinnin and JJ engaging directly the enemy in front, Ryan.
Double move, generates AoO from Kikinnin and JJ (I take second JJ's attack which I did not use before as this AoO for +8 damage)
JJ stabs his main blade at the female half-orc as she passes by, opening a deep wound in her right arm.

After her, they come two more half-orcs shouting "For the Blue Duke and the new order!" and engage Kikinnin and JJ.

Green: 12 damage, unconscious
Blue: 28 damage, dead
Red: unconscious
Xoden: 12 damage, considerably damaged
Black: 14 damage, very badly damaged
White: 8 damage
Round 2: Ryan, Kikinnin, Maxim, JJ, Juraan, Marigold, Half-orcs, Xoden
It was a bit complex, I hope you are all ok with the small tweaks I had to do to your actions here and there.

EDIT: I edited to take JJ's second and not used attack already as his AoO


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Round 2

Status:

AC = 22
HP = 34/34
Weapon Equipped = MW Dwarven Greataxe, Magic Weapon
Condition(s) = Blessed, Bull's Strength, Magic Weapon

Kikinnin watches in frustration as an orc gets by him. When he looks over his shoulder, he's even more upset to see his softer companions in the fray. "Ryan, press forward! We see them dead in this noose-neck part of the cavern!" His swing is checked by the other orcs clustering about him.

AoO v White: 1d20 + 7 + 2 + 1 + 1 ⇒ (2) + 7 + 2 + 1 + 1 = 13 for 1d10 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13 damage

When he plants his back foot, and concentrates on Blue, between he and JJ. He lets the boy work on it first, then takes his own swing. If Blue is already dead by the boy's blade, he turns his attention on Yellow, instead.

MW Dwarven Greataxe, Bull's Strength, Magic Weapon, Hatred, Flank?: 1d20 + 7 + 2 + 1 + 1 + 2 ⇒ (15) + 7 + 2 + 1 + 1 + 2 = 28 for 1d10 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10 damage, 2 less to hit if attacking Yellow with no flank...


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Round 2 - Buffs: Bless (+1 on attack rolls and saves against fear)

Realising that the fight has descended into a grande melee, Maxim holsters his smoking pistol (Move Action) and moves across the cavern, drawing his shortsword as he goes. (Move Action)

"Time to get bloody I reckon..."


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

round 1 - divine favor 2/10
As Ryan see the bolt impact the shoulder of the leading orc, he's already begun dropping the heavy crossbow to the ground behind him with his left arm and at the same time dipping the should to drop his shield in place, right hand pulling the heavy mace out into ready position.
"Be there in a moment have someone to take care of first."
Attacking white in front of him..
Hvy Mace+Bless+Divine Favor: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold's Round 2

"તે કામ કર્યું! તે કામ કર્યું તે કામ કર્યું કામ કર્યું!" Marigold cheers excitedly as her spell drops the three leading half-orcs, making the follow-up attacks from the others especially effective. But then her expression sobers as a vicious melee breaks out in the confined caverns.

Though she draws her mace, she makes no move to block anyone's path this time. Instead she reaches out and offers Ryan a moment of guidance on his strikes.

Abyssal:

"It worked! It worked it worked it worked!"

MG draws her mace and hits Ryan with Guidance!


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ grunts as the horde of half orcs swarms into the cavern. They are hit by sword, axe, bolt and spell, and still they keep coming.

nobility: 1d20 + 2 ⇒ (7) + 2 = 9

"You'll be the blue casket mercenaries if you keep this up!" he calls back at them, happy to swap taunts along with his blows.

Targetting favoured enemies over the dwarf, I think all there (yellow, blue and white) are half human, but if one is not, it will slip to the bottom of his priority list. He'll also work from the back forwards, giving the others as many opportunities to swing as he can.

Quickly JJ gets into his bloody swordplay. When a month ago, the thought of fighting real opponents was enough to bring weakness to his knees, he has faced a (half) troll, wererats and a vampire since then.

attack, bless, FE,TWF: 1d20 + 7 + 2 + 1 - 2 ⇒ (13) + 7 + 2 + 1 - 2 = 21
off hand attack, bless, FE,TWF: 1d20 + 7 + 2 + 1 - 2 ⇒ (18) + 7 + 2 + 1 - 2 = 26
silver shortsword +1, FE: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
cold iron shortsword, FE: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5


Male Human Sorcerer (inactive)

@ GM Rusteg: sorry about the surprise round.
I was too excited, that's my excuse!

Round 2
Juraan steps back 5 feet and fires an acid ray at the half-orc fighting Ryan.
acid ray: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 2 ⇒ (1) + 2 = 3
(bless, ranged touch, point-blank shot, 6/day, 4 left)
A clear miss too! :P


Iron Gods: Iron maps;

Kikinnin's slash attempt at the passing by half-orc goes to high. He leans his back on the cavern walls then counter attacks the mercenaries clashing into the group with a diagonal movement of his axe that cuts through the chest of the half-orc in front of him opening a wide gash.

With the melee over him, Maxim steps back and stores his pistol reading a fine shortsword instead.

Readying his mace, Ryan crashes the blunt heavy area of his weapon on the half-orc just in front. She protests in pain growling menacingly.

Astonished by her success, Marigold looks for a safest position behind Ryan, and then touches the cleric giving him her guidance.

JJ moves his swords with lightning speed in front of his enemies, stabbing twice the half-orc in yellow clothing. The half-orc yells in pain, hardly standing after the attack.

Juraan steps away and produces a ray, but the pressure of the half-orcs makes him nervous and the acid lands at his feet.

Xoden looks the action eyes open wide "Fight! Keep fighting!" while he takes a potion from his bandolier and drinks it full.
1d8 + 1 ⇒ (5) + 1 = 6

The white clothed half-orc attacks Ryan.
mwk Halberd: 1d20 + 7 ⇒ (14) + 7 = 21
S damage: 1d10 + 4 ⇒ (1) + 4 = 5
The halberd cuts at his face, very close to the neck.

Cyan blue steps close to Juraan and attempts to surround JJ with his attacks.
mwk Halberd: 1d20 + 7 ⇒ (16) + 7 = 23
S damage: 1d10 + 4 ⇒ (4) + 4 = 8
The blade cuts true on the young lad's right arm.

Yellow tries to take down JJ after stepping where his mercenary companion was before.
mwk Halberd: 1d20 + 7 ⇒ (19) + 7 = 26
S damage: 1d10 + 4 ⇒ (5) + 4 = 9
The hit is true, cutting at JJ's other hand. The half-orc barely manages to keep on his feet after his attack, a deep ferocity in his eyes.

Black steps to the front looking to harm Kikinnin.
mwk Halberd: 1d20 + 7 ⇒ (18) + 7 = 25
S damage: 1d10 + 4 ⇒ (5) + 4 = 9
And she manages to find a small place uncovered by the damaged armor of the dwarf, opening a deep wound on his flesh.

Green: 12 damage, unconscious
Red: unconscious
Xoden: 6 damage, slightly damaged
Black: 14 damage, very badly damaged
White: 12 damage, badly damaged
Yellow: 16 damage, sataggered
Cyan blue: 10 damage, very damaged
Everybody: Bless (+1 to attack and vs fear)
Ryan: 21/26 hp, divine favor r10, guidance r14
Kikinnin: 25/34 hp, bull's strength 3 min, magic weapon r10
JJ: 8/28 hp
Round 3: Ryan, Kikinnin, Maxim, JJ, Juraan, Marigold, Half-orcs, Xoden


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold's Round 3

Marigold cries out with alarm as JJ is quickly very nearly surrounded on all sides, taking some vicious blows in the process. Unable to reach him without blocking Maxim, she instead steps forward and attempts to strike the half-orc in front of her.

Attack vs. Cyan (Morningstar; Flanking): 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Damage: 1d6 - 1 ⇒ (3) - 1 = 2


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ gasps in pain as the orcs start to swarm around him. But even as his blood flows out onto the ground, the mysterious blue light that has saved him more than once seems to flow from the wound, stopping the worst of the bleeding.

LoH: 1d6 ⇒ 3

JJ swings with his sword at the orc in yellow (or his neighbour if yellow goes down.
attack,bless, FE, TWF: 1d20 + 8 + 2 + 1 - 2 ⇒ (3) + 8 + 2 + 1 - 2 = 12
off hand attack,bless, FE, TWF: 1d20 + 8 + 2 + 1 - 2 ⇒ (8) + 8 + 2 + 1 - 2 = 17
damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
off hand damage: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4

He then steps sideways to protect Maxim and avoid getting flanked.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"That's gonna leave a mark"Ryan says to no one in particular as the halberds pike slips past his guard.

Seeing JJ take the brunt of several attacks and the half orc in Cyan menacing him once more, Ryan shifts his shield between himself and the 'Lady in White' who cut him with the halberd. Rotating around, he brings the mace to bear on Cyan while hopefully ending back in position to black the next halberd attack.

Hvy Mace+Bless+Divine Favor+Flank+Guidance: 1d20 + 7 + 2 + 1 ⇒ (8) + 7 + 2 + 1 = 18
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Round 3

Status:

AC = 22
HP = 25/34
Weapon Equipped = MW Dwarven Greataxe, Magic Weapon
Condition(s) = Blessed, Bull's Strength, Magic Weapon

Kikinnin continues to hew through the orcs, expecting another one of them to fall, and thin their numbers quickly. He picks Black.

MW Dwarven Greataxe, Bless, Bull, Magic, Hatred: 1d20 + 7 + 1 + 2 + 1 + 1 ⇒ (9) + 7 + 1 + 2 + 1 + 1 = 21 for 1d10 + 2 + 2 + 1 ⇒ (9) + 2 + 2 + 1 = 14 damage

"Xoden, you bring the blackest shame upon Clan Nightshield. Malachite still lives and breathes, despite your corruption. I want you to know that, before you walk Pharasma's Halls for Judgment. Your death here will be a just one."


Male Human Sorcerer (inactive)

Round 3

Juraan takes a 5 ft step back and tries to fire another acid ray at the half-orc fighting JJ (Cyan):
acid ray: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 2 ⇒ (6) + 2 = 8
(bless, ranged touch, point-blank shot, 6/day, 3 left)

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