| Sindri Quarrysson |
Sindri will roll his nice, knowing that this will be marked on his gravestone or sung in some den of debauchery."Yeah I know, but it was one hell of a rush, none of us really got hurt and it sure as hell sent the enemy into a state of disarray."
| GM Ascension |
Sindri Stealth: 1d20 + 12 ⇒ (15) + 12 = 27
Sindri and Hideaki move forward through the woods, following the brook for more than 200 yards before spotting three satyrs. Two appear to be asleep, while the third is sitting with its back against a tree, and a wineskin in its hands, from which is periodically takes a sip.
Map later tonight.
| Sindri Quarrysson |
I was just about to roll my stealth check, thanking for filling that gap for me.
"So we sneak past the one that looks like it's drinking something, kill the sleeping ones and riddle,slash and otherwise destroy the drinking one? I could shroud myself with invisibility to get past him."Whispered Sindri.
| WT-516: Codename Sig |
Sigfried himself would only nod in agreement with Lucius, not wanting to jeopardize their plan of attack with his large and clunky body. He would draw out his weapon, choosing at most to stand at the ready for when their gnomish scout returned for peeking in on their wicked enemies.
| GM Ascension |
Satyrs with the blue circle are the ones sleeping.
Everyone please tell me the grid location you wish to move to, and make a stealth roll. The noise of the brook gives a +2 circumstance bonus to stealth. I do need a stealth roll from everyone - though of course each 10' distance lowers enemy perception checks by 1, so the farther away you stop, the better your chances (for those who aren't normally stealthy), but of course also leaves you farther from the battle.
The brook itself does count as difficult terrain for movement, but is not deep enough for anyone to worry about swimming in it.
| WT-516: Codename Sig |
When given the signal to approach their target, Sigfried will move to BG 25 as quietly as he can manage.
Stealth: 1d20 + 7 ⇒ (6) + 7 = 13
| Sindri Quarrysson |
"Taejin, you go for the one straight ahead, I will go for the one near the drinker. Wish me luck." Whispered Sindri.
Vanishing trick
Sindri will focus in, concentrating on his surroundings. Disappearing out of sight and moving as the wind. Sindri will hop into the brook, using what strength he could muster to launch him up out of there, making a sharp turn he stops just under the treeline, he catches his breath remaining as still as he can.
Moving into BJ 30
1d20 + 14 + 20 - 5 ⇒ (8) + 14 + 20 - 5 = 37
1d20 + 14 + 20 - 5 ⇒ (13) + 14 + 20 - 5 = 42
| Silas Kaine |
Silas listens down the trail to detect when the fight starts.
perception: 1d20 + 8 ⇒ (4) + 8 = 12
He uses Wild Arcana and some of his mythic power to cast Expeditious Retreat on himself so he will be able to join the battle quickly.
| Hideaki Taejin |
Taejin will nod to the vanishing shadow gnome, wading through the undergrowth as quietly as he can to take up a position adjacent to his own target and, hopefully, hidden from the drinking satyr.
Stealth: 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21
-5 to the result for moving more than half speed but less than full speed, since 11/12 is still less than full speed thank goodness. Moving to BE40.
| GM Ascension |
1d20 ⇒ 18
1d20 ⇒ 7
1d20 ⇒ 6
Sindri moves into position under cover of invisibility, while Hideaki uses more mundane means to slip into position. As he gets close though the goat-man wakes up.
Satyr 1 Init Roll: 1d20 + 4 ⇒ (3) + 4 = 7
Satyr 2 Init Roll: 1d20 + 4 ⇒ (17) + 4 = 21 Still sleeping
Satyr 3 Init Roll: 1d20 + 5 ⇒ (12) + 5 = 17
Everyone roll init, anyone beating the 7 may act, or anyone tying the 7 who has more than +4 to their init may act
Satyr 1 is awake and not surprised and will get to act during the surprise round. Satyr 2 is still sleeping. Satyr 3 is not yet aware.
Sindri may use a CdG if he beats Satyr 1, or someone else prevents Satyr 1 from waking the sleeping one.
Note that normally CdG is a full round action, but surprise round is another one of those edge cases that doesn't really make sense - if it had been alone and asleep, it would not make sense to disallow a CdG because of 'surprise' round.
| WT-516: Codename Sig |
Init: 1d20 + 6 ⇒ (12) + 6 = 18
Making his way closer, Sigfried would drop his stealth, moving to BH29 towards his first target. It was the beginning of his charge, slowly picking up in speed as he prepared to reach the first Satyr, hoping his allies could finish the others.
| Sindri Quarrysson |
'Aw s!*%, need to act quickly.'
Init: 1d20 + 3 ⇒ (12) + 3 = 15
The Lone assassin, linger over his prey."No hard feelings, your time is up."Whispered the gnome to the sleeping Satyr. Pulling his arrow as tightly as he could, he fires it with all straight into the heart of the sleeping Satyr.
Coup de Grace: 1d6 + 2 + 1d6 + 2 + 1d6 + 2 ⇒ (3) + 2 + (6) + 2 + (2) + 2 = 17
Sneak attack: 1d6 ⇒ 2
With his concentration broken by the attack, Sindri reappears to those with normal eyes.
| Hideaki Taejin |
Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Taejin will rush forward with speed he wasn't aware he had, aiming to strike the now-conscious satyr in the chest and drive the wind out of its lungs.
Mythic Power use 1 today: Fleet Charge the remaining distance to BE40 as a swift action.
Fleet Charge To-Hit: 1d20 + 8 ⇒ (5) + 8 = 13
Fleet Charge Damage (Bypasses DR): 1d6 + 2 ⇒ (5) + 2 = 7
Sneak Attack: 1d6 ⇒ 2 Since he still hasn't acted yet I ought to get this, unless he has weird stuff going for him. I haven't added prone modifiers because I'm not entirely sure if the thing is prone or if Satyrs can somehow sleep standing up.
He will then attempt to follow up with a second strike as the satyr tries to inhale, aiming to keep the creature quiet long enough for Sindri to do his work.
Standard Action for the surprise round is a standard attack. If this hits AND the last one hits, Jabbing Style triggers.
Unarmed Strike to-hit: 1d20 + 7 ⇒ (18) + 7 = 25
Unarmed Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Sneak Attack: 1d6 ⇒ 2
Jabbing Style: 1d6 ⇒ 4
| GM Ascension |
Sindri fires an arrow at the heart of sleeping satyr. Some magical force slightly diverts the arrow reducing the damage it would normally deal, but a fountain of blood still erupts from its chest.
Just DR kicking in against the attack.
Fort Save vs DC 22: 1d20 + 5 ⇒ (15) + 5 = 20
The satyrs limbs spasm, but the creature quickly expires.
The others are both flat footed and prone.
In a burst of speed Hideaki charges the remaining distance to the first satyr, jabbing the creature with two swift strikes. The first attack hits without resistance, the second is diverted slightly reducing the strength of the blow. The creature gives a grunt as it comes fully awake.
Sig starts moving in to help. Moved you to BI28 instead to avoid being in the rough terrain of the brook, and as you couldn't reach BH29 cause of that rough terrain.
Lucius flings a rock at the satyr next to Hideaki, but the missile misses the prone target.
Silas you can still take a single move or standard action for the surprise round.
Round 1
Sig and Hideaki are up, then satyr #3. Lucius and Sindri will be able to move after the satyr does.
| Hideaki Taejin |
Taejin moves with precision and grace, leaping from the ground to bring his feet to rest against a nearby tree trunk before springing off of the plant and targeting a strong kick at the satyr's leg joint. He flows into a short series of precise blows, each aimed to cause a muscle group to stiffen or a joint to lock in place for a moment, making the satyr a softer target when it managed to gathers its wits about it.
Brawler's Flurry, Pressure Points on for DEX damage, and burning another Mythic Power for another Fleet Charge, going from BE40 to BF41 to BJ40 for mostly aesthetic reasons, since I have to move. 2/5 Mythic Power spent. This time I am factoring the prone bonus in since I know I have it.
Fleet Charge: 1d20 + 12 ⇒ (10) + 12 = 22
Fleet Charge Damage w/ Sneak Attack (Bypasses DR): 2d6 + 2 ⇒ (4, 1) + 2 = 7
Flurry Strike 1: 1d20 + 9 ⇒ (15) + 9 = 24
Flurry Strike 2: 1d20 + 9 ⇒ (6) + 9 = 15
Flurry Damage 1: 2d6 + 1 ⇒ (5, 1) + 1 = 7
Flurry Damage 2: 2d6 + 1 ⇒ (5, 6) + 1 = 12
Jabbing Style: 1d6 ⇒ 6
If all that hits, it's 7 damage that bypasses DR and 25 damage over 2 hits, with the Jabbing Style damage enhancing the second thing that connected. Each hit is also a point of DEX damage that can be healed with a DC15 heal check as a standard action, 1 point per 5 the DC is exceeded by plus the one for meeting the DC.
| WT-516: Codename Sig |
Sigfried is still in motion so no changes in thought or anything, he'll just keep moving. Double move towards the Satyr off by himself
| GM Ascension |
Hideaki pummels the satyr further, striking with all three attacks, while Sig continues to move in closer.
The third satyr stands, while bringing its pipes to its lips with a snarl. It lets out a trill of music and the sound is thick with magic.
Overcome Sindri SR: 1d20 + 8 ⇒ (6) + 8 = 14
Sig, Sindri, and Hideaki need to make DC 18 Will saves or be feared. Making the save means you are shaken for 1 round, taking a -2 to attacks, saves, skill, and ability checks.
Failed saves results in fleeing for 8 rounds.
Sindri and Lucius are up. Silas still has a surprise round action he can take.
| Lucius Coriarum |
will save: 1d20 + 0 ⇒ (17) + 0 = 17 so damned close mythic surge 1d6 ⇒ 2 pass with surge
shaken
a bit taken back by the eerie pipe music, Lucius barely keeps ahold of himself and continues to advance (to BE30), wrapping a hefty stick in his TK tendrils and flings it at the pipe player.
to hit: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9 damage: 1d6 + 5 ⇒ (2) + 5 = 7 but it goes awry, snapping against a trunk.
| Silas Kaine |
Silas cast a spell in the surprise round: Expeditious Retreat
The elf dashes into the clearing with the speed of a charging warhorse.
Using his enhanced speed he runs down the path to engage the last Satyr. (moving to BG40)
| Sindri Quarrysson |
Will save: 1d20 + 10 ⇒ (3) + 10 = 13
As the Satyr's music reaches Sindri's ears, he becomes filled with dread. Dropping his bow he takes off screaming like a bat out of hell.
| GM Ascension |
Lucius, you were out of range of the magic, so no saving throw or surge was needed from you.
The satyr at Hideaki's feet gives a vicious grin as the air shimmers around it briefly.
It looks much like the effect of a mage armor spell coming into effect, though it made no gestures nor spoke any words to create such a force.
The creature then stands up.
Still need a will save from Hideaki and Sig. Depending on the success/failure of those rolls will determine what the satyr does for its standard action.
| WT-516: Codename Sig |
sorry I'm late, work lol checked Construct, surprisingly fear is not one of the effects I'm immune to. So Vegeta was right. Androids can experience fear lol as
Will: 1d20 + 6 ⇒ (18) + 6 = 24
"Aggresion: You're music will not frighten me! File not found!" Couldnt resist xD
| GM Ascension |
As Sindri and Hideaki turn to flee in terror, the satyr next to Hideaki concentrates briefly, then 1d3 ⇒ 3 wolves leap out from among the trees at Sig, teeth snapping, but none are able to get past his defense.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
The satyr used a summon natures ally III, but was able to do so as a standard action, rather than the usual full round action.
Silas is up, round 2 starts and Sig and Hideaki are up is up
Hideaki runs from the satyr, provoking an attack from the creature. It attempts to gore him with its horns, but misses the mark.
AoO: 1d20 + 6 ⇒ (12) + 6 = 18
| Silas Kaine |
Silas uses a swift action to power up his katana via arcane pool.
Then he swings once at the satyr at BF39.
katana slash: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
| WT-516: Codename Sig |
The strange wolves had suddenly appeared, the wyrwood fighting back against the creatures, sidestepping as best as he could to continue towards his true target. Still, he could no fully ignore the wolves, chopping his falcata down against the rabid foe.
five foot step up and cornered if able to BK36. Can't tell if I'm in difficult terrain at the moment
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
| GM Ascension |
Totally spaced something off when Sindri made a CdG against the first Satyr. Sindri, please make an additional will save DC 18. Failure means Sindri drops into a slumber as the satyr expires. Sindri also gains a mythic tier - gain HP only for now, no abilities yet. If he does fall asleep, Sig you may wake him if you wish instead of making the failed attack against the wolves.
Silas rushes forward, taking Hideaki's vacated location against the Satyr. Took a move and a half to get there, even under expeditious retreat.
In a burst of speed, much like those of Hideaki earlier, the satyr on the south side of the brook rushes towards Sindri, a drawn dagger arcing towards his wooden form.
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
The creature then settles into an attack routine, stabbing again with its dagger and trying to gore with its horns, but both attacks miss.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Lucius is up
| Sindri Quarrysson |
Will save: 1d20 + 10 ⇒ (19) + 10 = 29
Sindri continues to run off like a madman,"The mithral quarter has fallen, the Duergar are out to get us! Run run run!"
Do I also get my ABP? Also I can't wear armour, unless you allow me to use a bracers of armour for it.
| GM Ascension |
The thighbone bounces off the satyr's thick skin, dealing no damage to it. The attack missed, not super high DR
The other satyr takes a step away from Silas, then pulls a vial from within a pouch and downs the contents. The scratches and bruises inflicted by Hideaki partially heal.
Healing: 2d8 + 3 ⇒ (1, 5) + 3 = 9
Hideaki continues to flee, and the others are unable to see him past the trees. The dryad however steps out in front of him, still some distance, and begins moving her arms in a circling motion. Her voice is soft, "Your companions will have need of you yet. Sleep for a brief time." A slight breeze kicks up around the human, picking up leaves in a mini twister. His eyes grow heavy.
Hideaki, make a DC 17 will save or fall asleep.
Silas is up, then round 3 starts and Sig is also up.
| Silas Kaine |
Seeing how the enemy conveniently gave him space to cast freely, Silas uses Spell Combat to cast shocking grasp and he steps up and attacks.
katana #1: 1d20 + 4 + 1 - 2 ⇒ (8) + 4 + 1 - 2 = 11
katana #2-Shocking Grasp: 1d20 + 4 + 1 - 2 ⇒ (3) + 4 + 1 - 2 = 6
and he is probably still holding that charge.
| WT-516: Codename Sig |
Sigfried eye seemed to glow brighter as he closed in on one of his targets. His body turned hard, swinging with blade with inhuman force to try and strike a blow against the creature, again finding the nimble thing to dodge his blows.
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
though it would help if I could roll something not awful! LOL
| GM Ascension |
The satyr easily sidesteps Sig's attack.
One of the wolves gives chase after Sindri, while the other two circle Sig, snapping their jaws, looking for an opening. The first one clamps its jaws on one leg, leaving gashes in the wyrwood.
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Trip: 1d20 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 2 ⇒ (13) + 2 = 15
The satyr attacks as well, with dagger and horns, adding another wound.
Attack Dagger: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Horns: 1d20 + 1 ⇒ (9) + 1 = 10
Sindri continues to flee, leaving the wolf on his tail an opening.
AoO: 1d20 + 2 ⇒ (3) + 2 = 5
Lucius is up
I will be out of town this week and unable to make map updates, but will continue to post
| WT-516: Codename Sig |
i'd like to spend my immediate action for the round on sudden block. ill still get hit by the Saytr, but I'll try to strike back at him with the benefit of ignoring DR lol
Attack: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 4 ⇒ (1) + 4 = 5
Reacting with strange instincts, Sigfried did his best to deflect the blow, reacting with speed he never knew before. While unsuccessful though in defending, he found the speed had remained long enough for a swift horizontal counterattack.