Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


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Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

”Thank ye, Blackstone!”

Kragg turned and threw a spear at the orcs who had broken through. He trusted that the cat would be able to maul the prone orc, and that his comrades could handle the ladders.

Hit: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17

While a recruit turned to fire at the orc who had made it all the way to the courtyard.

Recruit 1 Hit: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

It was becoming abundantly clear that their position was untenable. The orcs were already behind them, which made retreat a poor option. There was a horde in front of them, and they had battering rams.

Dwarven - ᛞᚯᛋ᛫ᚨᚾᛃᛟᚾᛖ᛫ᛋᛈᛠᚲ᛫ᛟᚱᚲ᛭ᛁᚠ᛫ᛋᛟ᛫ᚲᚢᛏ᛫ᛟᚠᚠ᛫ᚦᛖ᛫ᛚᛠᛞᛖᚱᛋ᛫ᚺᛠᛞ᛫ᚨᚾᛞ᛫ᛋᚺᛟᚢᛏ᛫ᚦᚨᛏ᛫ᚾᛟᛏ᛫ᚨ᛫ᛋᛜᛚᛖ᛫ᛞᚹ ᚨᚱᚠ᛫ᚺᚨᛋ᛫ᚠᚨᛚᛚᛖᚾ᛫ᚨᚾᛞ᛫ᚹᛖ᛫ᚺᚨᚡᛖ᛫ᚨᛚᚱᛠᛞᛃ᛫ᚲᛁᛚᛚᛖᛞ᛫ᚦᛇᚱ᛫ᛋᛏᚱᛟᛜᛖᛋᛏ᛬ᚦᛖ᛫ᚡᚨᛜᚢᚨᚱᛞ᛫ᛁᛋ᛫ᛒᚱᛟᚲᛖᚾ᛬ ᚦᛖ᛫ᚱᛖᛋᛏ᛫ᛗᛁᚷᚺᛏ᛫ᛏᚨᚲᛖ᛫ᚠᛚᛁᚷᚺᛏ᛭:

”Does anyone speak orc? If so cut off the leader’s head and shout that not a single dwarf has fallen and we have already killed their strongest. The vanguard is broken, the rest might take flight!”


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AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius draws his weapon, cuts off the leader's head, and holds it high from the ramparts and shouts in orcish.

"May your axes break! We have killed your strongest while all dwarves still stand! You fall before us!"

Intimidate... uh oh: 1d20 - 3 ⇒ (18) - 3 = 15

Tawny lays into the orc prone in front of him while Olaf fires at the orcs within the courtyard.

Tawny: 1d20 + 7 + 1 - 1 ⇒ (15) + 7 + 1 - 1 = 22
Tawny: 1d20 + 7 + 1 - 1 ⇒ (8) + 7 + 1 - 1 = 15
Tawny: 1d20 + 7 + 1 - 1 ⇒ (8) + 7 + 1 - 1 = 15
Dam: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Dam: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Dam: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Recruit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Dam: 1d8 + 2 ⇒ (7) + 2 = 9

The frog tries to pull another orc into the drink.

Touch attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Grab: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas nodded to Kragg in acknowledgment while invoking the healing powers from within the implement again. Wiping his black hair away from pale brow he said "Although with the rams approaching we best have that pitch ready again."

CLW wand: 1d8 + 1 ⇒ (2) + 1 = 3

Recruit two against orc guiding a ram: 1d20 + 4 ⇒ (18) + 4 = 22 for damage: 1d8 + 2 ⇒ (3) + 2 = 5


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Round 12

Durnim drops his long bow and draws his Masterwork Dwarven giant sticker and slashes the orc invader with roar.

Move

Masterwork Dwarven giant sticker: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
if hit, damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 12, Recruit 3

Argrim drops his crossbow drawing his shield, he puts it between the orc and Argrim.

Move
Total defense

AC 21 = 15 +2 shield +4 total defense


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom struggles to topple the ladders.
Strength (with Enlarge person): 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Recruit: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg.: 1d8 ⇒ 5


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Thurgrom, what's your enlarged carrying capacity?


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

(L)100 lbs. or less (M)101–200 lbs. (H)201–300 lbs.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Really? That seems a little low. +2 str from enlarge person brings you to 16 then doubled. So 156 for light load?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Kragg and a recruit direct their fire inward, dropping a wounded javelin orc as he ran through the courtyard.

Rubius howls out at the orcs below, trying to break their morale.

Morale: 1d20 ⇒ 8

Rallying Morale: 1d20 + 3 ⇒ (3) + 3 = 6

Rallying Morale: 1d20 + 3 ⇒ (19) + 3 = 22

Rallying Morale: 1d20 + 3 ⇒ (12) + 3 = 15

Many of the orcs turn to run, retreating into the woods! One of the orc sergeants barks uselessly at the, but two others step forward and call out the rallying cries, ending the rout!

I removed the orcs with failed morales, assuming you won't bother to attack retreating/out of combat figures.

The big cat makes quick work of the fallen orc in the grease, and a recruit fires back inward, wounding an orc (C1). The frog fails to pull in at the orc it lashed out at.

Durnim strikes out, and for the first time feels the blood of the orc he strikes splash out as he tears a deep wound into it.

Without orcs to hold them down, Thurgrom lashes out, and three of the ladders clatter into the water below, only the one furthest from his reach remaining to menace the dwarves!

Grease:

Spoiler:

Acrobatics: 1d20 ⇒ 10
Acrobatics: 1d20 ⇒ 2
Acrobatics: 1d20 ⇒ 18
Acrobatics: 1d20 ⇒ 10

Three of the orcs manage to gain their feet and begin to crowd up the last remaining, grease free ladder.

Orc attacking Kragg: Attack: 1d20 + 5 ⇒ (6) + 5 = 11

In the courtyard below, the orc steps past Agrim and strikes at Durnim, looking to exact its revenge!

Attack: 1d20 + 5 ⇒ (18) + 5 = 23

Damage: 1d8 + 3 ⇒ (1) + 3 = 4

The orc strikes true, though some of the damage is blunted by Durnim barbarian prowess!

Another orc charges Agrim!
Attack with Charge: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Agrim's increase defense turns away the blow!

Meanwhile, below the sergeants begin carefully directing the ram orcs to traverse the grease:

Reflex: 1d20 + 1 ⇒ (7) + 1 = 8
Reflex: 1d20 + 1 ⇒ (10) + 1 = 11
Reflex: 1d20 + 1 ⇒ (2) + 1 = 3
Reflex: 1d20 + 1 ⇒ (18) + 1 = 19

Reflex: 1d20 + 1 ⇒ (15) + 1 = 16

Status at the end of the round:

Spoiler:

Buffs active: Bless (whole party, 57rounds
Rubius, Divine Favor EXPIRED
Enlarge Person Thurgromm 27rounds
Grease-- 23 rounds
Grease 2-- 24rounds
Grease 3- 28rounds

Health: Durnim 36/39
Kragg 22/33 with 6 nonlethal
Rubius 22/27
Thurgromm 22/37
Ungebrochen 26/26
Vargas 24/24
Tawny- 12/18
Recruits 1-6: 25/25
Giant Frog 6/16

C1- 10
L5- 19
L3- 20
New orcs in grease- 7, 13
Orc in melee with Durnim- 10

That brings up round 13- with the orcs below broken and most of the ladders gone, the sergeants seem to be preparing to use the rams to bridge the water and batter down the gate!


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)
Aid Another wrote:
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

Khazuk flew to Kragg’s Aid, pecking and tweeting at the orc on the ladder.

Familiar Aid: 1d20 + 1 ⇒ (13) + 1 = 14
Gives Kragg +2 hit

Hit: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Confirm: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Crit: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Kragg took full advantage of the distraction to take the orc’s head off with a single swing of a stone axe. The body fell into the icy waters below.

”They’re retreating but have battering rams, and can surround us, or worse, swarm the hold. We need at least two dwarves to hold for when the gate comes down.”

Even as Kragg said this, one of the recruits pulled out his axe and began running to the courtyard.

Recruit #5 double move into melee


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.
Kragg Oldstone wrote:
”They’re retreating but have battering rams, and can surround us, or worse, swarm the hold. We need at least two dwarves to hold for when the gate comes down.”

"I volunteer", growls the enlarged storm dwarf. Thurgrom bounds his way down toward the front gate, waraxe in hand, ready to use his new-found size to brace the gate for as long as he can.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Ok I'm probably confused, then. The drawbridge is up, yes? So it's going to be pretty hard for them to batter down the door, right?

Rubius drops his sword and the head on the battlement, picks up his longbow, and casts a spell.

Recasting divine favor.

"Tawny! Go help them with the ones inside!"

Handle animal: 1d20 + 4 ⇒ (14) + 4 = 18

The great cat snarls and leaps down to the lower level of the battlement and begins rushing toward the orcs inside the castle.

Meanwhile, Olaf and the frog continue attacking the orcs by the gate.

Olaf: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Dam: 1d8 + 2 ⇒ (6) + 2 = 8

Frog touch: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Frog grapple: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Round 13

"HORNBLOWER!" Durnim hollars his rally cry. He steps back from the wounded orc toward the tunnel to protect it. He slashes the wounded orc invader with his Masterwork Dwarven giant sticker.

5 ft steo

Masterwork Dwarven giant sticker: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
if hit, damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 13, Recruit 3

Argrim draws his dwarven waraxe and echoes, "HORNBLOWER!

dwarven waraxe: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
if hit, damage: 1d10 + 2 ⇒ (9) + 2 = 11

AC 17= 15 +2 shield


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas quickly headed back to the partially loaded second pitch vat and finished filling it ready to dump upon the remaining assault of orc siege weapons.

Spending the 3 action to load the pitch, he should be able to use it again next round.

Recruit 2 shooting again for orcs at the head of rams: 1d20 + 4 ⇒ (5) + 4 = 9 for damage: 1d8 + 2 ⇒ (3) + 2 = 5


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Don't forget my enlarge person adds +4 to strength


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.
Ungebrochen wrote:
Don't forget my enlarge person adds +4 to strength

I know. Thurgrom's strength was 14, now it's 18, thus the altered carrying capacity.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Kragg lashes out, cleaving the orc's head off with a single stroke.

Below the frog pulls another orc into the water.

As Durnim's battlecry rings out, his sticker finds flesh and the orc crumples to the ground lifelessly.

Inside the courtyard:

Orc attacking recruit 5:

Attack: 1d20 + 5 ⇒ (7) + 5 = 12

Damage: 1d8 + 3 ⇒ (8) + 3 = 11

C1 attacking Durnim:

Attack: 1d20 + 5 ⇒ (2) + 5 = 7

Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Orc at Recruit 3/Agrim:

Attack: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 1d8 + 3 ⇒ (1) + 3 = 4

The orc's axe finds the flesh of Agrim's shoulder, taking a bite out of the young dwarf's flesh!

Orc breaking free from the frog: CMB: 1d20 + 4 ⇒ (20) + 4 = 24
Swim: 1d20 + 3 ⇒ (16) + 3 = 19

The orc breaks free and swims back to shore.

Orc attacking Kragg at the top of the ladder:

Attack: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Greases:

Spoiler:

Orcs in back grease:
Acrobatics: 1d20 ⇒ 6
Acrobatics: 1d20 ⇒ 6
Acrobatics: 1d20 ⇒ 5

In front Grease:
Acrobatics: 1d20 ⇒ 8
Acrobatics: 1d20 ⇒ 18

Seeing the futility of passing the grease, the sergeants begin directing the orcs to move the rams to the side of it.

Status at the end of the round:

Spoiler:

Buffs active: Bless (whole party, 56 rounds
Rubius, Divine Favor 10 rounds
Enlarge Person Thurgromm 26 rounds
Grease-- 22 rounds
Grease 2-- 23 rounds
Grease 3- 27 rounds

Health: Durnim 36/39
Kragg 22/33 with 6 nonlethal
Rubius 22/27
Thurgromm 22/37
Ungebrochen 26/26
Vargas 24/24
Tawny- 12/18
Recruits 1, 2, 4, 56: 25/25
Agrim/Recruit 3 21/25
Giant Frog 6/16

C1- 10
L5- 19
New orcs in grease- 7, 13
Orc in melee with Durnim- 10

[ooc]That will bring up the party for round 14![/dice]


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Aid Another from Familiar: 1d20 + 3 ⇒ (16) + 3 = 19

Krag Attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12

Recruit 5 vs Orc: 1d20 + 6 ⇒ (18) + 6 = 24
Damage with dwarf axe?: 1d10 + 4 ⇒ (3) + 4 = 7

Khazuk flapped around furiously when Kragg was Hit. The bird couldn’t do much but distract, which was something that Kragg desperately needed. He matched the orc blow for blow, even as the battle in the courtyard began in earnest.

He was tiring. The battle hadn’t been long, all things considered. The orcs has merely charged en masse, and they kept on coming. Kragg has been brought to near death already, healed, and now was injured once more! The miner and mason was not used to this kind of life or death situation. But he was a son of Gold Peak, and he could not back down.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Tawny rushes towards the orcs, looking to help the dwarves out.

Double move.

Rubius steps up next to Kragg and focuses his shots on the orcs with rams near the gate.

Attack: 1d20 + 7 + 2 + 1 + 4 - 2 ⇒ (5) + 7 + 2 + 1 + 4 - 2 = 17
Attack: 1d20 + 7 + 2 + 1 + 4 - 2 ⇒ (9) + 7 + 2 + 1 + 4 - 2 = 21
Dam: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Dam: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

"We're getting 'em, Olaf! We're getting 'em! Don't let 'em through!"

Olaf fires at Orcs in front of gate: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Dam: 1d8 + 2 ⇒ (6) + 2 = 8

The frog keeps trying to keep as many orcs as it can busy.

Touch attack: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Grab: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Olaf confirm?: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas grunted as he heaved at the pitch he had just reloaded into the vessel. Attempting to direct the flow toward to the newly arrived battering ram, working with a grim determination as he jumps from task to task for the battle.

Meanwhile, Bruggi (recruit two) heard cries of pain and the clash of steel still coming from the courtyard. He grasped his crossbow in hand and hurried along the wall to where he could see below them and to bring aid if needed.

Note that if the flaming pitch Vargas is directing cannot reach the orcs he will use a 4th grease to fill that spot below the first grease.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Round 14

"HORNBLOWER!" Durnim repeats. He slashes the orc invader in the entrance to the tunnels with his Masterwork Dwarven giant sticker.

Masterwork Dwarven giant sticker: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
if hit, damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 14, Recruit 3

"HORNBLOWER! Argrim repeats and slashes the orc in the entrance to the tunnels.

dwarven waraxe: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
if hit, damage: 1d10 + 2 ⇒ (8) + 2 = 10


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Ungebrochen casts a quick cantrip, using a flask of acid as focus and shoots a glob of acid at the closest enemy not in melee range.
AS: 1d20 + 2 ⇒ (7) + 2 = 91d3 + 1 ⇒ (2) + 1 = 3


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Kragg's strike barely hits, but bites deeply!

The recruit's bolt finds a wounded orc and two more are down.

Rubius' two shots drop the front orc, and another recruit damages one more.

Not finding a way to aim the pitch, Vargas extended the span of the grease, blocking the last clear path to the gate!

Durnim easily finished the orc before him, but the others miss their targets!

Grease:

Spoiler:

Reflex: 1d20 ⇒ 16
Reflex: 1d20 ⇒ 8

Acrobatics: 1d20 ⇒ 7
Acrobatics: 1d20 ⇒ 19
Acrobatics: 1d20 ⇒ 8
Acrobatics: 1d20 ⇒ 3

The wounded orc manages to get out of the grease and another skitters out the the far side.

The sergeant and the one orc attempt to move the ram with only two:
Strength to assist: 1d20 + 3 ⇒ (12) + 3 = 15
Strength: 1d20 + 5 ⇒ (10) + 5 = 15

They manage their task, and you see now what their plan was- they have stacked the first ram across the gap, using it at a makeshift bridge! With another ram to allow two orcs to stand side by side, they would be able to get a third ram into action against the gate!

Meanwhile, in the courtyard below. . .

Orc attacking Agrim:
attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Orc attacking recruit 5:
attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

L3 attacking Durnim:
attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Spoiler:

Buffs active: Bless (whole party, 5 rounds
Rubius, Divine Favor 9 rounds
Enlarge Person Thurgromm 25 rounds
Grease-- 21 rounds
Grease 2-- 22 rounds
Grease 3- 26 rounds
Grease 4- 30 rounds

Health: Durnim 36/39
Kragg 22/33 with 6 nonlethal
Rubius 22/27
Thurgromm 22/37
Ungebrochen 26/26
Vargas 24/24
Tawny- 12/18
Recruits 1, 2, 4, 6: 25/25
Agrim/Recruit 3 21/25
Recruit 5: 15/25
Giant Frog 6/16

L5- 19
Red border- 8
Orc in melee with Agrim- 10

that will bring up round 16!


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Durnim slashes an orc invader as he moves by with his Masterwork Dwarven giant sticker.

AOO vs. L3: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
if hit, damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15

Round 15

Durnim slashes another orc invader in the entrance to the tunnels with his Masterwork Dwarven giant sticker.

Masterwork Dwarven giant sticker: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
if hit, damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14

Masterwork Dwarven giant sticker: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
if crit, more damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 15, Recruit 3

Argrim slashes another orc.

dwarven waraxe: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
if hit, damage: 1d10 + 2 ⇒ (10) + 2 = 12


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Mechanics:

Basic Geokinesis
* Element(s) earth; Type utility (Sp); Level 1; Burn 0
* You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Lvl 2: Earth Climb
* Element(s) earth; Type utility (Su); Level 2; Burn 0
* You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.

——-

I’d like to use this move the ground under the battering ram that the orcs laid down. As it is in grease, it would then roll into the water. If 15ft is too far away, Kragg can walk down the castle walls and then do it. Oldstone blood! I think it is much more fun to use abilities to reshape the battlefield so the orcs are more likely to abandon their assault than to fight them all.

Is this something that you would allow?

If not...

Hit: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18

Kragg walked down the sheer stone wall, his feet merging with the stone itself.

ᛠᚱᚦ᛭ᛗᛟᚦᛖᚱ᛭ᛋᛏᛟᚾᛖ᛭ᛒᚱᛟᚦᛖᚱ᛭ᛁ᛫ᛒᛖᛋᛖᛖᚷ᛫ᛃᛟᚢ᛭ᛈᚨᚱᛏ᛫ᚠᛟᚱ᛫ᛗᛖ᛫ᛋᛟ᛫ᚦᚨᛏ᛫ᛁ᛫ᛗᛁᚷᚺᛏ᛫ᚨᚡᛖᛜᛖ᛫ᛟᚢᚱ᛫ᚲᛁ ᚾ᛭

Shouting in Dwarven he willed the earth to listen and to send the orc ram rolling into the water.

——

Elsewhere, the battle in the courtyard continued.

Recruit 5 Hit: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d10 + 4 ⇒ (2) + 4 = 6


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Feeling his power ebbing for the day but glad his calls upon the powers of the earth had been answered every time so well Vargas grimaced and poured forth the loaded pitch to bring forth another rain of fire. "Let's cleanse the vermin!" Vargas muttered darkly as he moved back to the other pitch loader ready to start to load it where the makeshift bridge was now.

Bruggi(Recruit 2) firing crossbow into the courtyard orcs: 1d20 + 4 ⇒ (5) + 4 = 9 for damage: 1d8 + 2 ⇒ (4) + 2 = 6


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Round 16
The giant-sized storm dwarf braces himself against the gate. To booster himself and others, Thurgrom begins to cite a ancient dwarven warchant.
Readied action for combat maneuver bonus roll.

Recruit: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg.: 1d8 ⇒ 8


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius: 1d20 + 7 - 2 + 2 + 4 + 1 ⇒ (1) + 7 - 2 + 2 + 4 + 1 = 13
Dam: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Rubius: 1d20 + 7 - 2 + 2 + 4 + 1 ⇒ (6) + 7 - 2 + 2 + 4 + 1 = 18
Dam: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Rubius keeps firing at the orcs outside the gate, as does Olaf.

Olaf: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Dam: 1d8 + 2 ⇒ (4) + 2 = 6

The frog keeps trying to pull down orcs.

Touch: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Grab: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27

In the courtyard, Tawny rushes forward to bite at the back orc!

Bite!: 1d20 + 7 + 1 - 1 ⇒ (13) + 7 + 1 - 1 = 20
Dam: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Durnim and Agrim each chop down orcs inside the courtyard!

Tawny and the recruits finish the last of the orcs inside, and only those outside the gates remain.

Rubius drops another orc outside, and the dwarves can feel the tide turning definitively in their favor!

As Kragg calls forth the power of the elements, the makeshift bridge falls with a splash into the water below! The orc sergeants look around, penned in by grease, unable to generate an assault.

Intelligence check: 1d20 - 1 ⇒ (5) - 1 = 4
Intelligence check: 1d20 - 1 ⇒ (16) - 1 = 15
Intelligence check: 1d20 - 1 ⇒ (20) - 1 = 19

Two of them begin to bark orders in orcish!
Orcish or Linguistics DC 10:

Spoiler:
"Fall back! Go around! We will join Makthara in the North!"

The orcs begin retreating!

Acrobatics: 1d20 ⇒ 17
Acrobatics: 1d20 ⇒ 17
Acrobatics: 1d20 ⇒ 17
Acrobatics: 1d20 ⇒ 2

The orcs begin retreating; all but one make it out of the grease, and the combined might of your ranged weapons turned on the straggler he goes down with a yelp.

A shout goes up from the recruits, "Hooray! Gold Peak! Victory!" The last of the orcs assaulting your position routed, they relax for a second, but only a second. . . The horn blows, and you hear the call, [b]“fall back, fall back! Defend the tunnels!”[b] You defended the Western Ramparts, but at least one of the other entrance points has fallen!

Spoiler:

Buffs active: Bless (whole party, 35 rounds)
Rubius, Divine Favor expired
Enlarge Person Thurgromm 5 rounds

Health: Durnim 39/39
Kragg 33/33 with 6 nonlethal
Rubius 27/27
Thurgromm 22/37
Ungebrochen 26/26
Vargas 24/24
Tawny- 18/18
Recruits 1, 2, 4, 6: 25/25
Agrim/Recruit 3 25/25
Recruit 5: 25/25
Giant Frog duration expired

It takes 20 rounds to retreat to the tunnel and wait for the orcs to arrive; during this time Priests of Spiryth come around and heal everyone back to full. You can hear the orcs coming before they arrive, so if you want to cast new buffs just before the next combat starts you can do so. Bless is left with 35 rounds, and 5 rounds left on the enlarge but the other buffs and the frog have expired, and the greases are now irrelevant.


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

”Gold Peak!” Kragg yelled as he climbed back up the castle wall. His hands and feet sunk into the walls as he did so. Already the recruits were rushing to take their places to hold the gates should the orcs return. He looked around at all of the bodies on the ground. The scale of it was humbling. Even then he felt fortunate at having survived. The fact that not a single dwarf had fallen was a miracle.

——

Down in the tunnels Kragg looked at the walls with distaste. How were they supposed to see over those? He went to work raising the earth into mounds so that he and his fellows could stand on them.

”You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.”

Making ramparts to stand on, so the walls can be proper defensive positions. If time allows can he raise the wooden walls higher up? Make the DCs even harder


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

There's probably enough Moss or fungus around for entangle to work, but there's not a place you'd be able to get a scroll in time to influence this battle.

Yes, you can make mounts to stand on at a rate of 1 per round or move sections of the fence up or down- after the move from the ramparts to the tunnel you'd have 7 rounds free to do so before the orcs arrive.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Ah so the quartermaster's too far for the thrush to reach?

Rubius lets out a joyful howl as the orcs retreat. "Good work, lads! C'mere, Tawny!" The mountain lion comes bounding toward him, leaping up the stairs, and tackles the dwarf in a massive, affectionate hug complete with some very rough licks. But the recreation stops when the horn blows. "Alright! Back to the tunnels!"

Once in the tunnels, he sets up his bear traps then sets to work putting some make-shift stands together.

Yes let's make some stools to stand on so we can fight while they come at the walls.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yes, the combination of distance, quartermaster being involved in defense elsewhere, and everything available already being divvied out will make scrolls unavailable.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

"Gold Leaf!!!" Thurgrom bellowed from the gates, pleased by the small victory. Then the call call up to defend the tunnels.
The mynrughdaer quickly climbed up the battlements to retrieve his now-tiny longbow and extra arrows, then ran underground to join the defense line in the tunnels.
Oxnard, tell me if Thurgrom needs to make Escape Artist saves to make it down to the tunnel, given his temporary size.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Repositioned my traps a little to be more useful in slowing the orcs.

Rubius tries to hide the traps under whatever loose earth, fungus or other materials may be at hand.

Survival: 1d20 + 8 ⇒ (2) + 8 = 10

But the rush to get back behind the fortifications makes it a pretty sloppy job.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Thurgrom- you have to squeeze at places, but you can make it back without requiring any rolls and inconsequential delay.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

When the orc retreat was fully realized, Durnim thanked Argrim and toured the crew thanking them and wishing them well. It was important to reinforce the morale, and the nobles needed to set the right example.

===========================

"Oldstone, would you give me the honor to stand the center of our bulwark? My giant-sticker would have a wider reach in the middle than on the side." Durnim graciously asks Kragg.

Orc attack -2 rounds = Move action when Durnim can attack - Martial Flexibility (Cleave) round 2 of 10
Orc attack -2 rounds = Standard action - Divine Favor round 2 of 10
Orc attack -1 round = Standard action - Shield of Faith round 1 of 10


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Kragg nodded. ”Aye.”

Wait. You’re talking to a high noble here, not some merchant or mason. Got to be more proper than that.

”I can think of none better suited.”


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

You’ve fallen back and are arrayed defending Yellowfire Tunnel. You hear the hordes of orcs approaching
from outside, knowing that now there is no gate or wall between you and them.

Initiative:

Spoiler:

Durnim Initiative: 1d20 ⇒ 8
Kragg Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Rubius Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Thurgrom Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Ungebrochen Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Vargas Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Orcs Initiative: 1d20 ⇒ 8

Orcs rolled below everyone but Thurgrom, so everyone else can take their action, then the orcs, then effectively from that point forward it will be party-orcs.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas nodded as the orcs approached, knowing that he had perhaps spent too much of his power to hold the gate. But again he called upon the earth to summon a patch of grease before the first wall in the middle. Leaving a gap of a mere five feet next to the stalagmite. He called out ”Hopefully that should hold the middle, watch the end of the walls!”.


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Hit Lead Orc who is flat footed: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18

Kragg barely had time to set his feet on the hastily made parapets when the orcs came. Focusing he made a spear of stone and sent it flying into the horde.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Before the orcs come, Rubius calls on the queen of wildness and beasts again to help him beat back the green tide. Then he calls out for a giant spider to join them, clinging to the walls of the cavern. When the orcs appear, the spider throws a web at one in the front.

Web touch attack: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12

When the first orcs appear, Rubius fires at the one targeted by Kragg.

Attack: 1d20 + 7 - 2 + 1 + 2 + 2 ⇒ (15) + 7 - 2 + 1 + 2 + 2 = 25
Dam: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Attack: 1d20 + 7 - 2 + 1 + 2 + 2 ⇒ (14) + 7 - 2 + 1 + 2 + 2 = 24
Dam: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Spider's webs: 7/8 remaining.

Web acts as a net. Target is entangled if hit (half speed and other penalties). DC 12 to escape artist or strength check to escape as a full round acrion. Has 2 hp but I'm not sure what that is about since it doesn't say anything about cutting off nets. Maybe AoE?


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim looses a bolt at the horde over the heads of his brothers.

crossbow: 1d20 + 3 + 1 - 1 ⇒ (13) + 3 + 1 - 1 = 16
if hit, damage: 1d8 + 2 ⇒ (4) + 2 = 6


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"Steady, brothers. Here the horde comes." Durnim grips his giant-sticker and readies to attack a foe.

Waiting another round before starting these actions.
Orc attack -2 rounds = Move action when Durnim can attack - Martial Flexibility (Cleave) round 2 of 10
Orc attack -2 rounds = Standard action - Divine Favor round 2 of 10
Orc attack -1 round = Standard action - Shield of Faith round 1 of 10


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Kragg's spear takes the closest orc in the chest and he drops to the ground- getting your first look of them, you see that these orcs are mostly carrying greataxes instead of shields and axes!

Rubius drops another with two shots, and the spider webs one.

Feel free to reposition the spider, I just put him onto the board.

Agrim fires from the back row and catches the first of the orc sergeants, then the orcs begin to advance.

Perception: 1d20 ⇒ 10

The sergeant stops just short of the bear trap, barely spotting it.

Strength: 1d20 + 3 ⇒ (7) + 3 = 10

The orc struggles in the web and fails to free himself.

Vargas- please reposition the grease as well if I placed it wrong.[/dice]

Status after Orcs round 1:

Spoiler:

Buffs active: Bless (whole party, 34 rounds)
Enlarge Person Thurgromm 5 rounds
Durnim Cleave & Divine Favor-9
Durnim Shield of Faith 10

Health: Durnim 39/39
Kragg 33/33 with 6 nonlethal
Rubius 27/27
Thurgromm 22/37
Ungebrochen 26/26
Vargas 24/24
Tawny- 18/18
Recruits 1, 2, 4, 6: 25/25
Agrim/Recruit 3 25/25
Recruit 5: 25/25

[ooc]That brings up Thurgrom's round 1 action and the rest of the party's round 2 actions before the orcs again!

GM Stuff: 1d6 ⇒ 6


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Hit: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 2d6 + 8 ⇒ (1, 5) + 8 = 14

Kragg lined up for another shot, and then he saw the spider. A creature of darkness that preyed on lone miners! An enemy of Oldstone if he ever saw one. But it was attacking the orcs...so it could live, for now.

He formed an axe in his hand and sent it flying towards the orcs. It went high, right over their heads.

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