DM Blayde MacRonan's Of Aeons and Giants: The Continuing Adventures of Team Ruby (Private Campaign, Closed Recruitment)

Game Master Blayde MacRonan

The orcs attacking Trunau have been defeated, but the danger remains - the hill giant chieftain Grenseldek still wants the treasures of the tomb beneath Trunau. In order to protect their chosen community, the members of Team Ruby must leave it and travel to deal with this most imminent threat. Yet even putting down Grenseldek and her squabbling monstrous minions may not be enough to save Trunau. For there are stranger forces at play, and a storm is brewing on the horizon...

Initiative:

Aiko: [dice]1d20+2[/dice]
Aodhàn: [dice]1d20+3[/dice]
Kyt: [dice]1d20+2[/dice]
Liesel-Marie: [dice]1d20+2[/dice]
Nyym: [dice]1d20+7[/dice]
Rocnork: [dice]1d20+3[/dice]
Tsadok: [dice]1d20+4[/dice]
Antagonist: [dice]1d20+[/dice]

Perception:

Aiko: [dice]1d20+18[/dice]
Aodhàn: [dice]1d20+11[/dice]
Kyt: [dice]1d20+15[/dice]
Liesel-Marie: [dice]1d20+10[/dice]
Nyym: [dice]1d20+13[/dice]
Rocnork: [dice]1d20+13[/dice]
Tsadok: [dice]1d20+16[/dice]


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Do we know the water’s flowing? How many rounds of movement have we had, pre-breach? Are we sneaking?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Quick note... I miscalculated the amount of time Nyym spent underwater. It should be 7 rather than 10. So Liesel-Marie and the others only have 7 rounds before the river water comes fully crashing into the moat. Now, with that out of the way...

Liesel-Marie Frostvale wrote:
Do we know the water’s flowing? How many rounds of movement have we had, pre-breach? Are we sneaking?

You have 3 rounds before you realize that the water is starting to flow through the spillway. Pre-breach, you've only moved enough to gain entry into the moat. As for sneaking, no one thus far has said that they are, so my ruling on that is none of you are currently engaged in stealthy movement.


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M Half Drow init +6/ hp 35 [35]/ ac 18/ t 14/ ff 13/ fort +4/ ref +9/ wil +6/ perc +6/ stealth +11/ athletics 0/ b2h +3/ lore engineering +2/ finesse +11/ ki pool 7 kinetic shinobi (fading shadow) /4

Nyym had moved to the side to set to work on the lock again when the huge fish blasted by him and hit with enough force to push on through. Nyym could only look on as the giant fish disappeared through the hole in the dam. Both shock and awe plastered on his invisible face. The force of the impact pushing Nyym away as concern replaced his shock. Nyym quickly turn to see if any other surprises lucked about. After all he wasn't even aware of THAT fish.

Ok THAT was Waaaay to close... Stay aware of your surroundings Nyym. You know better..


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie hisses at her companions, "We need to move, now! Go!"

She will follow their lead.


Female human (Tian-Min) unchained monk ??/paladin (oathbound paladin) ??; Init +2; hp 103 (77 hp, Grazed -1; 51 hp, Wounded -2; 25 hp, Critical -3; -3 hp, Disabled); AC 23, t 19, ff 20; Fort +19/Ref +14/ Will +18; Perc +18; ki pool 4
Liesel-Marie Frostvale wrote:

Liesel-Marie hisses at her companions, "We need to move, now! Go!"

She will follow their lead.

The samurai at first did not understand the nature of the tone of Liesel-Marie's voice, but quickly comes to understand that it is urgency.

With a grunt and a quick nod, Aiko casts her gaze about in order to pick out a path to take them all past the brightly dyed animal-skin tents and up from the ditch’s dusty floor before Nyym finishes the task of sabotaging the dam.

Once she has chosen her desired route, the Minkai sets off, heading in a westerly direction.


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie glances at Tsadok, nods curtly, and takes off after Aiko, watching for any sign that they've been spotted.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Redlake Fort - Ground Battlemap
Insert Theme: Archive - Bullets (Instrumental)

Round 1
Aiko, followed by Liesel-Marie, begin making their way west in order to find a way out of the moat that will be filling up with water from the River Esk once Nyym finishes his task of opening the hatches of the dam.

Rocnork continues to fly across, searching for a spot to land where he can meet up with the others.

Tsadok, after watching the others take their leave, sprints after the Erutaki and the samurai.

Meanwhile...
Next to dam, Kyt wades out into the water and, after a few quick breaths, submerges herself so that she can start swimming after Nyym.

Kyt's Athletics check: 1d20 + 14 ⇒ (17) + 14 = 31; DC 15 or better to move at half-speed (25 feet) as a full-round action.

The elf warrior-monk finds the water more than a bit choppy, especially once Nyym succeeds in the opening of the first gate, which begins to divert the flow of the river into the moat.

Kyt will officially begin her swim on round 3, but I wanted to go ahead and get the post for it out of the way. In the meantime, Round 1 has come to an end. Round 2 starts now...


Female human (Tian-Min) unchained monk ??/paladin (oathbound paladin) ??; Init +2; hp 103 (77 hp, Grazed -1; 51 hp, Wounded -2; 25 hp, Critical -3; -3 hp, Disabled); AC 23, t 19, ff 20; Fort +19/Ref +14/ Will +18; Perc +18; ki pool 4
Liesel-Marie Frostvale wrote:
Liesel-Marie glances at Tsadok, nods curtly, and takes off after Aiko, watching for any sign that they've been spotted.

Speeding down the dry moat bed, the samurai passes a section of the fort's rocky plateau and spots a set of stairs cut into it, leading up.

I've found a way out of this ditch, she calls back to those following behind. Then, without a moment of hesitation, Aiko diverts to her right and makes her way up those stairs.


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie keeps her eyes peeled for sentries, but follows Aiko up the stairs. Stealth is rarely her friend, so she's relying on speed.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Redlake Fort - Ground Battlemap
Insert Theme: Archive - Bullets (Instrumental)

Round 2

Araki Aiko wrote:

Speeding down the dry moat bed, the samurai passes a section of the fort's rocky plateau and spots a set of stairs cut into it, leading up.

I've found a way out of this ditch, she calls back to those following behind. Then, without a moment of hesitation, Aiko diverts to her right and makes her way up those stairs.

Liesel-Marie Frostvale wrote:
Liesel-Marie keeps her eyes peeled for sentries, but follows Aiko up the stairs. Stealth is rarely her friend, so she's relying on speed.

DM's Eyes Only:

Oloch Stealth check: 1d20 + 1 ⇒ (6) + 1 = 7; -5 due to armor check penalty
General Kelseph Stealth check: 1d20 + 18 ⇒ (1) + 18 = 19; -2 due to armor check penalty

Aiko Perception check: 1d20 + 18 ⇒ (17) + 18 = 35
Liesel-Marie Perception check: 1d20 + 10 ⇒ (11) + 10 = 21

As the samurai awaits the arrival of her sword-sister Liesel-Marie, she catches movement near a tent not too far away from the carved staircase, prompting her to draw her daisho.

I see you've got good eyes on you, human.

The voice, which sounds breathy and strained, is one that the Erutaki recognizes as belonging to none other than the heavily bandaged General Kelseph herself.

And apparently she is not alone as another, one with a deep masculine tone speaks as well. Good. I'm not for all of this skulking about.

The new speaker, a powerfully-built man with greenish skin, tusk-like canines, and pointed ears, is obviously of orcish descent. And yet there is something oddly familiar about his features, despite having never met him before now.

Hefting an immense two-handed sword nearly as tall as its wielder on his shoulder, the orc is clad in gray plate adorned with blood-red spikes. However his fearsome dress isn't what catches the eye, but rather the sword in the mountain iron pendant that dangles from his neck.

Though Aiko doesn't recognize the deity, the samurai does know a holy symbol when she sees one. Liesel-Marie, on the other hand, will recognize it as the sign of Gorum, the Lord in Iron, a being commonly worshipped by many orcs in the Hold Belkzen.

I am Oloch, and I would know the identities of those I'm about to face in battle. So that I may offer your names as part of the song I will perform for the Lord in Iron afterwards. He pats the drum dangling from his belt briefly before pointing the tip of his blade at the Minkan. Is this the one, general?

I do not recognize that human. But the other making their way up the stairs I recall all too well. That she survived one of my arrows is truly impressive. Kelseph raises a black bow larger than even a longbow, fashioned from the horns of a great beast, a fletched shaft already nocked to the string. I will have to rectify that.

Poppy Perception check: 1d20 + 4 ⇒ (20) + 4 = 24
Poppy longbow shot: 1d20 + 6 ⇒ (4) + 6 = 10

As Rocnork passes near the southern tower, he hears the twang of a bow moments before an arrow goes whizzing past. With a quick wingover, the wyvaran is able to make out the one who had just fired. Its body twisted and deformed, the lumbering giant has tiny eyes and a mouth of jagged teeth presented in a furious roar as it prepares another shot from its bow.

From the open rooftop higher up, a somewhat sleepy voice bellows out: Rev nede!
Translation for those who understand Jotun, or Giantspeech: Quiet down!

Initiative order is as follows:

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1

Kelseph quickly fires her first shot at the barely visible Erutaki on the stairs, which is followed by a second, then a third arrow.

Liesel-Marie is considered to have cover from Kelseph's ranged attacks, granting her a +4 bonus to AC. This increases her flat-footed AC to 23.

Kelseph hornbow shot 1: 1d20 + 17 ⇒ (1) + 17 = 18
hornbow damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15; +1 due to Point-Blank Shot
Kelseph hornbow shot 1: 1d20 + 17 ⇒ (9) + 17 = 26
hornbow damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16; +1 due to Point-Blank Shot
Kelseph hornbow shot 1: 1d20 + 15 ⇒ (18) + 15 = 33
hornbow damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13; +1 due to Point-Blank Shot

The faint scent of brimstone as the first arrow embeds itself in the stone of the outcropping is the only sign that the general had begun attacking Liesel-Marie. However, the two arrows that seem to magically sprout from her shoulders (made possible due to Kelseph cunningly using the arrow of her first shot to line up the ones that followed to negate the cover offered by the stairs) serve to remind the warrior that in their first encounter, Mesa was the one that kept her from bleeding out.

Only this time, there is no Mesa to prevent that from happening again.

Liesel-Marie sustains 31 points of damage, leaving her 45 hit points. This puts her at the Wounded threshold. She takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level. Next up is Liesel-Marie. Despite having moved this round, our Erutaki Warrior Princess™ is entitled to her full round of actions.


Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

My notes showed I was already injured. Did your notes show my receiving healing that I overlooked?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
My notes showed I was already injured. Did your notes show my receiving healing that I overlooked?

Between at least two days of natural healing and when you take into account the presence of a bard, a cleric as well as a paladin aboard the Crimson Assurance (all of whom, at the very least, respect the Erutaki), I can't see how she wouldn't be at full vigor... But yes, my notes do in fact say that Liesel-Marie and the others received treatment for their injuries before arriving at Redlake Fort.


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Still impetuous, but hopefully less a fool with Aiko’s influence, Liesel-Marie doesn’t see a good reason to take Kelseph’s bait. Instead, she offers her own... ”You must be losing your touch. Such a cowardly ambush would once have been effective! No longer!”

She casts shield, initiating her bloodrage, and rushes up the stairs to get out of the kill zone. She readies the bearded axe as she moves. I am obviously struggling with visualizing the battle, so I’m happy to take suggestions regarding where she moves to.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Redlake Fort - Ground Battlemap
Insert Theme: Archive - Bullets (Instrumental)

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1

Round 2

Liesel-Marie Frostvale wrote:

Still impetuous, but hopefully less a fool with Aiko’s influence, Liesel-Marie doesn’t see a good reason to take Kelseph’s bait. Instead, she offers her own... ”You must be losing your touch. Such a cowardly ambush would once have been effective! No longer!”

She casts shield, initiating her bloodrage, and rushes up the stairs to get out of the kill zone. She readies the bearded axe as she moves. I am obviously struggling with visualizing the battle, so I’m happy to take suggestions regarding where she moves to.

As Liesel-Marie hustles up the stone staircase, an almost imperceptible shimmer precedes her. Once up on the outcropping, she moves toward an area where she can duck behind some boulders to provide cover from the general's bowshots. This also puts her closer to Oloch, who she can barely hear muttering to himself in Orcspeech.

I need a DC 20 Perception check from Liesel-Marie before we continue any further.


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Listening to the vocalization, Liesel-Marie is unable to tell whether this Oloch is just engaged in some incoherent babbling or if there is something else going on...

Ouch! Looks like you're going to find out the hard way what's going on with this orc. However, due to her current postion, she will gain a +2 bonus to AC due to the boulders providing partial cover.

Next up is... Tsadok.


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M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

Tsadok was moving across the dry moat, when he see Aiko change direction to a set of stairs just barely in his sight. As Liesel-Marie turns to follow Aiko, there looks to be some conversation going on. Then he sees Liesel-Marie's body shudder as he sees two large arrows appear in her shoulder. But it does not slow her a bit.

Perception to see the two: 1d20 + 16 ⇒ (14) + 16 = 30

Tsadok takes off in a run towards the wall just to the left of where the two are standing, that area looks to lead to a position above them. As he is running, he uses a point of Ki to use swift action to increase his speed by 30', toward the wall he is picking out his path up it. When he reaches the base of the wall, he doesn't miss a set as continues running up the wall. Free Runner

As he comes over the edge, he draws Sable Moon as he turns toward the two. He jumps from the ledge above to strike the one with the bow.

Sable Moon: 1d20 + 19 ⇒ (19) + 19 = 38 Crit
Confirm Crit: 1d20 + 19 ⇒ (13) + 19 = 32
Sable's Dmg: 1d8 + 5 ⇒ (6) + 5 = 11 +8 crit = 19
Skirmisher Dmg: 2d6 ⇒ (5, 1) = 6

Sable Moon 2nd strike: 1d20 + 14 ⇒ (7) + 14 = 21
Sable's Dmg: 1d8 + 5 ⇒ (7) + 5 = 12
Skirmisher Dmg: 2d6 ⇒ (3, 3) = 6

As he finishes his attack, he is in his Riven Hourglass Stance.

With Skirmisher and Riven stance his AC increases by 5 to a AC 32. Also, his Init increases by 4 to a 18.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Due to the size of the post and lateness at which I'm writing it, I will be breaking this into two parts.

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 2

Tsadok Whisperfall wrote:

Tsadok was moving across the dry moat, when he see Aiko change direction to a set of stairs just barely in his sight. As Liesel-Marie turns to follow Aiko, there looks to be some conversation going on. Then he sees Liesel-Marie's body shudder as he sees two large arrows appear in her shoulder. But it does not slow her a bit.

Perception to see the two: 1d20 + 16 ⇒ (14) + 16 = 30

Tsadok takes off in a run towards the wall just to the left of where the two are standing, that area looks to lead to a position above them. As he is running, he uses a point of Ki to use swift action to increase his speed by 30', toward the wall he is picking out his path up it. When he reaches the base of the wall, he doesn't miss a set as continues running up the wall. Free Runner

As he comes over the edge, he draws Sable Moon as he turns toward the two. He jumps from the ledge above to strike the one with the bow.

Sable Moon: 1d20 + 19 ⇒ (19) + 19 = 38 Crit
Confirm Crit: 1d20 + 19 ⇒ (13) + 19 = 32
Sable's Dmg: 1d8 + 5 ⇒ (6) + 5 = 11 +8 crit = 19
Skirmisher Dmg: 2d6 ⇒ (5, 1) = 6

Sable Moon 2nd strike: 1d20 + 14 ⇒ (7) + 14 = 21
Sable's Dmg: 1d8 + 5 ⇒ (7) + 5 = 12
Skirmisher Dmg: 2d6 ⇒ (3, 3) = 6

As he finishes his attack, he is in his Riven Hourglass Stance.

With Skirmisher and Riven stance his AC increases by 5 to a AC 32. Also, his Init increases by 4 to a 18.

Tsadok's Acrobatics check: 1d20 + 16 ⇒ (8) + 16 = 24; needs to beat DCs 21 (for Oloch) and 34 (for Kelseph) as he is moving within their threatened areas)

The dhampir calls upon his training, expending a portion of the supernatural energy within his body to surge forth at inhuman speed toward the wall of the outcrop. So fast is his movement that Tsadok runs freely up the vertical surface with no impediment whatsoever.

However, his approach does not go unnoticed by Kelseph, who hears the rocks falling in the wake of his run. So when Tsadok appears on the top of the outcropping near her, the general is far from surprised. And just as he leaps into the air to make his attack, she responds with one of her own.

Kelseph's AoO: 1d20 + 15 ⇒ (17) + 15 = 32; -2 due to Rapid Shot
hornbow damage: 1d8 + 9 ⇒ (5) + 9 = 14

Gripping the hornbow near the central riser with both hands as if it were a staff, Kelseph performs a spin with the weapon before transitioning with a quarter pivot and launching a strike with the lower limb of the bow that catches Tsadok solidly on the hip even as she continues the spinning motion.

Tsadok sustains 14 points of damage, leaving him 53 hit points. This leaves him at the Healthy threshold, meaning he takes no penalty on his attack rolls, saving throws, skill checks, and ability checks, nor on his AC and caster level.

Ignoring the hit, the dhampir continues his ascent into the air. As he descends, Tsadok performs series of slashes meant to overcome the defense now provided by Kelseph's spinning bow. Only one manages get through, catching the general (who barely acknowledges the strike) on her left arm.

Kelseph sustains 25 points of damage. This leaves her at the Healthy threshold, meaning she takes no penalty on her attack rolls, saving throws, skill checks, and ability checks, nor on her AC and caster level.

As Nyym is currently still in the process of opening the first underwater hatch at this point, the initiative moves on to...

Rocnork
The wyvaran surveys the scene below him at the southern tower, hands moving as he calls upon the powers that are his to command while maintaining a momentary hover.

Rocnork Acrobatics check to hover: 1d20 + 9 ⇒ (11) + 9 = 20; needs a DC 15 or better to succeed

Rocnork sand blast attack: 1d20 + 9 ⇒ (5) + 9 = 14
sand blast damage: 4d6 + 11 ⇒ (3, 6, 6, 6) + 11 = 32

The sand moves through the air as though it has a mind of its own, altering its path several times in order to strike at the archer that fired at him, only to slam into the tower's side next to the window. Unsatisfied with the result, Rocnork snarls in annoyance as he wipes away the trickle of blood his snout.

Rocnork accepts 4 points of burn. However, due to infusion specialization, he reduces the cost down to 2, for a total of 5 burn and 40 nonlethal damage.

As with Nyym, Kyt is currently occupied at this point. So, the initiative moves on to Oloch, who will kick off part two of this post.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Post continues with part 2...

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 2
Oloch
Oloch Religion check: 1d20 + 10 ⇒ (7) + 10 = 17; DC 10 or better to activate Phasestrike; move action
Swift Action: activates sacred weapon and sacred armor abilities
Full-Round Action: Full Attack
Is using Furious Focus and Power Attack in conjunction with his attack; -2 penalty on his second attack (Furious Focus ignores this penalty on the first attack), +6 to damage

Oloch trembles in barely contained rage as his grumbling in Orcspeech ends, his eyes flashing a fiery crimson. The blade of the muscular orc's massive sword becomes wreathed in a riot of multicolored energy. With a snarl, Oloch launches an attack, a horizontal slash, at Tsadok.

Oloch greatsword attack: 1d20 + 16 ⇒ (16) + 16 = 32; targets touch AC due to use of Phasestrike
greatsword damage: 2d6 + 15 ⇒ (3, 1) + 15 = 19
anarchic damage: 2d6 ⇒ (5, 1) = 6

Why?! The anger in Oloch's voice is obvious as his sword passes through Sable Moon (which had been put up by the dhampir to defend against the attack) and leaves a gash across his enemy's chest. Why have you sided with the cowards that brought her low?!

Oloch greatsword attack: 1d20 + 9 ⇒ (18) + 9 = 27
greatsword damage: 2d6 + 15 ⇒ (4, 3) + 15 = 22
anarchic damage: 2d6 ⇒ (6, 5) = 11

He brings the massive sword back around to perform a vertical slash, but this time it is met with a ringing crash by Tsadok's weapon.

Tsadok sustains 25 points of damage, leaving him 28 hit points. This leaves him at the Wounded threshold, meaning he takes a -2 penalty on his attack rolls, saving throws, skill checks, and ability checks, nor on his AC and caster level.

Next up is...

Poppy and Turgle
The orgekin sticks his head out once the wyvaran's sand blast dissipated after slamming into the side of the tower. Upon catching sight of Rocnork in the sky, the frail and emaciated creature lifts his bow fires another shot at his target.

Poppy composite longbow attack: 1d20 + 6 ⇒ (11) + 6 = 17
arrow damage: 1d8 + 6 ⇒ (1) + 6 = 7

The half-human bastard spawn lets loose a string of near-incoherent curses as he watches the fired arrow miss the wyvaran.

Oooo...! My turn! My turn!

Poppy is pushed aside as another ogrekin, this one having thick scaly skin, takes his place in the window. Snatching the bow from from the other with one pair of hands, the second archer nocks the string with a third hand and lines up his shot.

Turgle composite longbow attack: 1d20 + 6 ⇒ (12) + 6 = 18
arrow damage: 1d8 + 6 ⇒ (7) + 6 = 13

As he prepares to take the shot, Poppy nudges elbow of the archer right at the moment of release, which results in the other missing his mark (though he comes closer to hitting Rocnork than Poppy did).

No fair, Poppy! I almost got 'em!

Not going to let you steal my kill, Turgle!

The two ogrekin continue bickering loudly back and forth with one another.

Next up is... Aiko.


Female human (Tian-Min) unchained monk ??/paladin (oathbound paladin) ??; Init +2; hp 103 (77 hp, Grazed -1; 51 hp, Wounded -2; 25 hp, Critical -3; -3 hp, Disabled); AC 23, t 19, ff 20; Fort +19/Ref +14/ Will +18; Perc +18; ki pool 4

The samurai watches everything unfold before her, in particular the assault laid down by the orc bow-wielder. Due to her time in the elven shogunate of Jinin, Aiko got to see the finest elven archers. Based on what she has seen, this orc would present a suitable challenge to even those skilled warriors.

She can plainly see that her daisho would not be of immediate use on the field of battle. No her task for now will be to provide whatever assistance she can to her companions. And Aiko knows exactly what needs to be done.

The Minkan makes her way over to Liesel-Marie, her sword-sister, sheathing her blades in the process. She wastes little time, calling upon the power bestowed upon her by the Empress and placing a glowing hand upon the shoulder of the wounded warrior.

Move action: move to Liesel-Marie's position (sheathing swords as part of move)
Standard action: apply lay on hands to Liesel-Marie
Lay on Hands: 4d6 ⇒ (1, 2, 4, 1) = 8; Liesel-Marie receives the following mercies: diseased (acts as remove disease [CL 9th]), fatigued (The target is no longer fatigued), and injured (gains fast healing 3 for 4 rounds).

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 2
Aiko

Araki Aiko wrote:

The samurai watches everything unfold before her, in particular the assault laid down by the orc bow-wielder. Due to her time in the elven shogunate of Jinin, Aiko got to see the finest elven archers. Based on what she has seen, this orc would present a suitable challenge to even those skilled warriors.

She can plainly see that her daisho would not be of immediate use on the field of battle. No her task for now will be to provide whatever assistance she can to her companions. And Aiko knows exactly what needs to be done.

The Minkan makes her way over to Liesel-Marie, her sword-sister, sheathing her blades in the process. She wastes little time, calling upon the power bestowed upon her by the Empress and placing a glowing hand upon the shoulder of the wounded warrior.

Move action: move to Liesel-Marie's position (sheathing swords as part of move)
Standard action: apply lay on hands to Liesel-Marie
Lay on Hands: 4d6 ⇒ (1, 2, 4, 1) = 8; Liesel-Marie receives the following mercies: diseased (acts as remove disease [CL 9th]), fatigued (The target is no longer fatigued), and injured (gains fast healing 3 for 4 rounds).

The warmth of Aiko's touch, combined with divine power of the Empress invested within it, spreads quickly through the Erutaki's being.

Liesel-Marie receives 13 points of healing from Aiko's lay on hands: 8 from the lay on hands itself, 3 from the fast healing, and 2 more points due to the DM not taking her damage reduction into account. This brings Liesel-Marie's hit points up to 58, and puts our Erutaki Warrior Princess™ at the Grazed threshold. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level. Going forward, Liesel-Marie's fast healing will occur just before her turn in the round for three more rounds.

Next up is a very grouchy hill giant...

Vurg
High up on the guard platform a none-too-amused hill giant named Vurg leans against a pile of boulders. He received this guard assignment as punishment for frequently falling asleep on the other jobs that had been given to him. Had Vurg been better capable of understanding and articulating his situation, he might've been able to explain that he suffers from a chronic sleep disorder characterized by overwhelming daytime drowsiness and sudden attacks of sleep. However, he is incapable of expressing himself in this way, and, even if he could, such a condition would go over the heads of the orcs and giants that inhabit this structure.

And so Vurg, eyes frighteningly bloodshot, sits, the noise of the half-ogres below reaching him after pulling him from yet another narcoleptic bout. A sound that grates loudly upon his ears and wreaks havoc with his well-being. He takes a moment to pull himself together (and deal with the uncomfortable, irritating sensation that creates in him an urge to scratch), but once he is done, Vurg grumbles to himself that the source of his displeasure (no doubt the brothers Poppy and Turgle) will pay for ruining his rest.

Vurg will spend a full-round action gathering his wits and scratching his itchy bits.

This brings an end to Round 2. My next post will kick off Round 3 and I will have by then adjusted the battlemap to take into account the movement that has taken place.


Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

To confirm, Liesel-Marie was not bloodraging when she was shot, so I would expect the DR to not have applied yet. Did we decide that her wound condition ignores her hit points from bloodrage?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
To confirm, Liesel-Marie was not bloodraging when she was shot, so I would expect the DR to not have applied yet. Did we decide that her wound condition ignores her hit points from bloodrage?

Emerges from the depths wearing mortarboard...

It doesn't matter if she's bloodraging or not. The base DR that she has is passive, and therefore works regardless of Liesel-Marie's emotional state. It would be one thing if she had the increased damage reduction rage power, because that boost to her DR works only when raging.

Increased Damage Reduction (Ex) wrote:
The barbarian’s damage reduction increases by 2/— whenever she is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power.

The temporary hit points gained from bloodraging would not affect her wound threshold. They are in addition to her current hit point total and are lost first when damage is taken. Any damage in excess of Liesel-Marie's temporary hit points are applied to her current hit points as normal. Fast healing, on the other hand, can affect her wound threshold.

Descends back into the depths to continue working on the next post... ;)

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14; +4 due to Riven Hourglass Stance
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 3
Kelseph
With a wheezy chuckle, the orc general brings the ebon bow up and casually draws another thick arrow from her quiver, putting it to the string and placing it along the riser. She slowly pulls back the string, then eyes down the length of projectile's shaft for a moment, the raging power thrumming within the bow ironically filling her with a sense of calm. Kelseph, despite the nearness of this newest foe facing off against her bodyguard Oloch, seems in no hurry to make this shot, acting as if she has all the time in the world to do so.

The general wants to make each arrow count, and when Kelseph sees her opportunity to do so, she does exactly that with no hesitation.

Full-Attack Action: uses Rapid Shot to get off three arrows
Note: due to her Point-Blank Master feat, Kelseph does not provoke any attacks of opportunity from foes within 30-feet of her.

Kelseph hornbow shot 1: 1d20 + 17 ⇒ (19) + 17 = 36
Critical Confirmation: 1d20 + 17 ⇒ (8) + 17 = 25
hornbow damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17; +1 due to Point-Blank Shot

The scent of brimstone fills the air once again as the arrow flies the short distance between Kelseph and Tsadok. However, despite the trueness of her aim, the dhampir reflexively bats the incoming missile aside with a half-moon kick.

Tsadok turns a sure hit into a miss thanks to his Deflect Arrows feat.

But even as Tsadok is bringing his foot back to the ground, another arrow is already on its way, this time thrumming with the dark power of the fell bow.

Swift Action: activates power of her darkfell bow
Kelseph hornbow shot 2: 1d20 + 17 ⇒ (16) + 17 = 33
hornbow damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18; +1 due to Point-Blank Shot

Due to her attack roll being greater than Tsadok's current CMD of 31, the following occurs:

The kinetic power delivered by the projectile, enhanced by the malevolent energy of the bow itself, proves too much for Tsadok as the thick arrow sends the dhampir sprawling to the ground.

Tsadok has been knocked prone, and is currently lying on the ground. Should he try to attack while prone, he has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). Conversely, Tsadok gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.

Kelseph hornbow shot 3: 1d20 + 15 ⇒ (18) + 15 = 33
hornbow damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13; +1 due to Point-Blank Shot

Her third arrow is once again sent spinning away as the dhampir's reflexes take over, causing him to quickly snap the flat of Sable Moon up in order to protect his head.

This is just for the sake of narrative; Tsadok cannot use Deflect Arrows again until next round.

Tsadok sustains 19 points of damage, leaving him 9 hit points. This leaves him at the Critical threshold, meaning he takes a -3 penalty on his attack rolls, saving throws, skill checks, and ability checks, nor on his AC and caster level. This stacks with the attack roll penalties received due to Tsadok being prone.

Next up is Liesel-Marie...


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Athletics to scramble up the boulder DC 10: 1d20 + 15 ⇒ (9) + 15 = 24

Athletics to hop to the roof of the yurt DC 5: 1d20 + 23 ⇒ (10) + 23 = 33

Vital strike on Kelseph: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1d12 + 26 ⇒ (1) + 26 = 27

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14; +4 due to Riven Hourglass Stance
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 3
Liesel-Marie

Liesel-Marie Frostvale wrote:

Athletics to scramble up the boulder DC 10: 1d20 + 15 ⇒ (9) + 15 = 24

Athletics to hop to the roof of the yurt DC 5: 1d20 + 23 ⇒ (10) + 23 = 33

Vital strike on Kelseph: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1d12 + 26 ⇒ (1) + 26 = 27

Fire damage from greataxe: 1d6 ⇒ 2

Blood roaring in her ears and rage flashing in her eyes, Liesel-Marie scrambles up the boulders and hops across to the nearby roof of the yurt-like tent. Once there she acts quickly, moving to position herself above the orc general to perform a mighty diagonal swing of her fiery axe.

As with Tsadok, Kelseph hears the approach of the Erutaki and reacts by firing off an arrow in the direction of the noise.

Kelseph's AoO: 1d20 + 15 ⇒ (1) + 15 = 16; -2 due to Rapid Shot
hornbow damage: 1d8 + 9 ⇒ (8) + 9 = 17; +1 due to Point-Blank Shot

The orc general winces as her arrow misses her target as the axe of Liesel-Marie cuts through it and bites into the top of her right shoulder. The pain of the wound doesn't seem to bother her nearly as much as the smell of her own flesh being burned. The scent brings to mind memories of a life that she has long since left behind.

Clever, Kelseph hisses, her compliment truly genuine despite the anger she herself now feels.

Kelseph sustains 27 points of damage, as well as 2 points of fire damage. This leaves her at the Grazed threshold, meaning she takes a -1 penalty on her attack rolls, saving throws, skill checks, and ability checks, as well as on her AC and caster level.

Next up is Tsadok...


M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

As Tsadok feels the blows from the arrows, they only fuel his anger.

Spends 4 Ki to call forth, Wholeness of Body
WoB: 2d8 + 16 ⇒ (6, 8) + 16 = 30

He sees Liesel-Marie come into sight from the hut. Which causes the Orc to turn and fire. This gives him a slight edge on getting back from him.
With that he brings his feet up quickly to bring them in the direction of going over his head rolling on his right shoulder. In order to get to a kneeling position.

Acrobatics(roll): 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 27

He keeps Sable Moon grasp in his right hand across his body to block any incoming attack. As he grasps a potion with his left hand from behind his back. For he plans to consume it shortly.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Once again, I will be breaking this into two parts. And, just as a reminder, Liesel-Marie receives 3 points of healing from the fast healing. This brings Liesel-Marie's hit points up to 61, and puts our Erutaki Warrior Princess™ at the Grazed threshold. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14; +4 due to Riven Hourglass Stance
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 3
Tsadok

Tsadok Whisperfall wrote:

As Tsadok feels the blows from the arrows, they only fuel his anger.

Spends 4 Ki to call forth, Wholeness of Body
WoB: 2d8 + 16 ⇒ (6, 8) + 16 = 30

He sees Liesel-Marie come into sight from the hut. Which causes the Orc to turn and fire. This gives him a slight edge on getting back from him.
With that he brings his feet up quickly to bring them in the direction of going over his head rolling on his right shoulder. In order to get to a kneeling position.

Acrobatics(roll): 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 27

He keeps Sable Moon grasp in his right hand across his body to block any incoming attack. As he grasps a potion with his left hand from behind his back. For he plans to consume it shortly.

Lots going on with this post (in game terms). However, after some serious deliberation, here's what I decided with regard to Tsadok's post:

Wholeness of Body is a standard action. The use of Acrobatics takes no action, but standing up is a move action that provokes attacks of opportunity. I'm going to have Oloch make his attack of opportunity, but thanks to Tsadok's Acrobatics roll I'm going to give him a +3 dodge bonus to AC, which will stack with the +4 he receives from Riven Stance. However, he is still technically prone (as the AoO takes place before he can get up), so he will take a -5 penalty (-4 for prone, -1 for Grazed) to his AC for this attack, putting his Armor Class at 34.

Oloch AoO: 1d20 + 16 ⇒ (12) + 16 = 28
greatsword damage: 2d6 + 17 ⇒ (5, 4) + 17 = 26
anarchic damage: 2d6 ⇒ (6, 5) = 11

As the dhampir moves his feet up, he feels the impact of his adversary's sword hitting the spot where he once lay. Tsadok quickly follows through, bringing his legs in the direction of going over his head and rolling onto his right shoulder in order to get to a kneeling position.

He grasps Sable Moon in his right hand across his body to block any incoming attack even as he positions his left behind his back to retrieve a potion. A potion that he plans to consume shortly.

Tsadok receives 30 points of healing from Wholeness of Body, bringing his hit points up to 39, which puts our dhampir warrior-monk at the Grazed threshold. He takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Next up is Nyym, who is now finishing up working on the first hatch. So we'll move on to the next person in the initiative order...

Rocnork
Once again, the wyvaran surveys the scene below him at the southern tower, hands moving as he calls upon the powers that are his to command.

Rocnork sand blast attack: 1d20 + 9 ⇒ (12) + 9 = 21
sand blast damage: 4d6 + 11 ⇒ (5, 1, 1, 4) + 11 = 22

The sand streaks through the air and into the tower's window. At first, Rocnork believes he has struck his target. However, the joyful whooping and hollering that he hears moments later informs him that such is not the case, causing Rocnork to snarl yet again in annoyance.

Next up is Kyt, who is now entering the water to take that swim from before. Moving on, we get to the next character in the initiative order...

Oloch
A guttural growl escapes from mouth of Kelseph's bodyguard as he brings his enormous sword up after missing Tsadok. You're just full of tricks, ain'tcha?

Not waiting for a response, Oloch continues: Well, don't you worry. I gots a few of my own.

Swift Action: expends one use of fervor to cast rage. Spells cast in this way ignore somatic components, do not provoke attacks of opportunity, and allow him to not need to have a free hand to cast in this way.
Full-Round Action: Full Attack
Is using Furious Focus and Power Attack in conjunction with his attack; -2 penalty on his second attack (Furious Focus ignores this penalty on the first attack), +6 to damage

Oloch begins to make a droning sound, and in doing so, his armor seems to expand a bit as underneath the orc's muscles begin to bulge. He stares at the dhampir, a line of drool flowing freely from the corner of his mouth.

Still making the mouth sounds, the orc explodes into action, attacking Tsadok with his sword.

Oloch greatsword attack: 1d20 + 17 ⇒ (9) + 17 = 26
greatsword damage: 2d6 + 18 ⇒ (3, 4) + 18 = 25
anarchic damage: 2d6 ⇒ (6, 6) = 12

Oloch greatsword attack: 1d20 + 10 ⇒ (18) + 10 = 28
greatsword damage: 2d6 + 18 ⇒ (3, 2) + 18 = 23
anarchic damage: 2d6 ⇒ (6, 5) = 11

From his kneeling position, the dhampir nimbly and expertly shifts Sable Moon around his body to avoid the anger fueled swings of the orc's sword. Though the attacks are coming in a little faster than they had previously and seem to pack more power behind them, there seems to be a trade-off as the swings are too erratic, lacking the proper control to make them effective against himself. Compared to earlier, the sword swings being made by his opponent now are clumsy and require little effort to block.

We'll end this post here. I will put up part two as soon as I'm able.


Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Thanks, I remembered to apply the fast healing. If her threshold for Healthy is 75% hp of max, she should have no penalties at this time.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
Thanks, I remembered to apply the fast healing. If her threshold for Healthy is 75% hp of max, she should have no penalties at this time.

I thought I changed that before I submitted my post, but it appears that was not the case. Grazed is 75% to 51% of your hit points while Healthy is 100% to 76%. Clearly, Liesel-Marie's hit points are over the 75% threshold, so yes... she is within the Healthy range, and therefore takes no penalties.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Post continues with part 2...

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 3
Poppy and Turgle
The two ogrekin watch as the sand from Rocnork's blast disappears. Given the amount, even with their limited intellect, they understand the damage that could've been dealt to them would've been great. Or possibly even fatal.

Poppy glances toward his brother, who returns the look. Both look outside, catching a glimpse of their target as he performs a wingover in order to gain a better position to make his next attack.

Still holding on to the other's bow, Turgle lines up another shot.

Turgle composite longbow attack: 1d20 + 6 ⇒ (13) + 6 = 19
arrow damage: 1d8 + 6 ⇒ (4) + 6 = 10

The three-armed half-ogre swears loudly as he misses his target. Taking advantage of his brother's moment of anger, Poppy snatches his bow back and nocks an arrow that he's already drawn from his quiver.

I'll get em, he says as he fires.

Poppy composite longbow attack: 1d20 + 6 ⇒ (19) + 6 = 25
arrow damage: 1d8 + 6 ⇒ (8) + 6 = 14

Poppy grins evilly as the arrow flies toward the wyvaran's shoulder. First blood's mine!

Rocnork's Enveloping Winds defense: 1d100 ⇒ 54; 55% chance to miss

However, before the missile can strike, it is knocked aside by a whirling torrent of sand and wind.

Turgle is obviously not impressed by what he's seen. Looks like a big fat miss to me, he says with a smirk.

Poppy sulkily tosses the bow back to his brother. No fair! He cheated! I had em!

Whatever! Turgle catches the weapon, his smile growing wider.

Next up is Aiko...


Female human (Tian-Min) unchained monk ??/paladin (oathbound paladin) ??; Init +2; hp 103 (77 hp, Grazed -1; 51 hp, Wounded -2; 25 hp, Critical -3; -3 hp, Disabled); AC 23, t 19, ff 20; Fort +19/Ref +14/ Will +18; Perc +18; ki pool 4

The samurai watches as her sword-sister takes off to confront the general that led against the town of Trunau, following Liesel-Marie's every move. She nods in approval as the warrior cuts through the fired arrow to land a blow on the bow-wielding orc's shoulder.

Once she is certain that her companion is engaged with that enemy, Aiko turns her attention to Tsadok's battle with the male orc. Her face impassive, the Tian swordswoman looks on as the dhampir manages to regain his footing through sheer athleticism. Again, the samurai inclines her head slightly, impressed with how he turned a bad situation into one that put him on near equal footing with his foe.

Following her sword-sister's example, Aiko makes her way up the boulder.

Move Action: scales the boulder
Athletics to move onto the top of the boulder: 1d20 + 18 ⇒ (2) + 18 = 20; DC 10 or better

Once there, she notices that Tsadok is keeping one hand behind his back, causing Aiko to suspect that he is reaching for something kept in one of the pouches worn there. And while the dhampir manages to block the wild swings of the sword-wielding male, she wants to give Tsadok the opportunity to do whatever it is he is planning on doing.

Declaration: using Stunning Fist
Standard Action: Unarmed Strike against Oloch

Aiko's Unarmed Strike: 1d20 + 15 ⇒ (20) + 15 = 35; +1 due to higher ground
Unarmed Strike critical confirmation: 1d20 + 15 ⇒ (8) + 15 = 23
Unarmed Strike Damage: 1d8 + 3 ⇒ (5) + 3 = 8; +4 due to crit

In an equally impressive display of flexibility, Aiko does a handstand, followed by a twist of her hips and a split to snap a downward kick using the instep aimed at the orc's temple. During the kick, one arm is protecting her face while the other one is supporting the samurai's body.

Acrobatics to maintain balance: 1d20 + 16 ⇒ (3) + 16 = 19; DC 10 or better

After performing the unorthodox maneuver, the samurai uses her free arm and performs a cartwheel to regain both balance and footing on top of the boulder.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 3
Aiko

Araki Aiko wrote:

The samurai watches as her sword-sister takes off to confront the general that led against the town of Trunau, following Liesel-Marie's every move. She nods in approval as the warrior cuts through the fired arrow to land a blow on the bow-wielding orc's shoulder.

Once she is certain that her companion is engaged with that enemy, Aiko turns her attention to Tsadok's battle with the male orc. Her face impassive, the Tian swordswoman looks on as the dhampir manages to regain his footing through sheer athleticism. Again, the samurai inclines her head slightly, impressed with how he turned a bad situation into one that put him on near equal footing with his foe.

Following her sword-sister's example, Aiko makes her way up the boulder.

Move Action: scales the boulder
Athletics to move onto the top of the boulder: 1d20 + 18 ⇒ (2) + 18 = 20; DC 10 or better

Once there, she notices that Tsadok is keeping one hand behind his back, causing Aiko to suspect that he is reaching for something kept in one of the pouches worn there. And while the dhampir manages to block the wild swings of the sword-wielding male, she wants to give Tsadok the opportunity to do whatever it is he is planning on doing.

Declaration: using Stunning Fist
Standard Action: Unarmed Strike against Oloch

Aiko's Unarmed Strike: 1d20 + 15 ⇒ (20) + 15 = 35; +1 due to higher ground
Unarmed Strike critical confirmation: 1d20 + 15 ⇒ (8) + 15 = 23
Unarmed Strike Damage: 1d8 + 3 ⇒ (5) + 3 = 8; +4 due to crit

In an equally impressive display of flexibility, Aiko does a handstand, followed by a twist of her hips and a split to snap a downward kick using the instep aimed at the orc's temple. During the kick, one arm is protecting her face while the other one is supporting the samurai's body.

Acrobatics to maintain balance: 1d20 + 16 ⇒ (3) + 16 = 19; DC 10 or better

After performing the unorthodox maneuver, the samurai uses her free arm and performs a cartwheel to regain both balance and footing on top of the boulder.

Oloch Fortitude check: 1d20 + 12 ⇒ (12) + 12 = 24; DC 17 or better to resist

Instinctively catching the movement out of the corner of his eye, Oloch turns to confront this newest threat only to catch a hit to the side of the head that causes his eyes to cross. However, the sheer rage that he is now feeling allows the orc to shake off the ringing in his ears with a growl.

Above him on the boulder, Aiko's normally stoic mask crumbles for a brief moment as she mouths something in her native Tian that causes her to blush.

Oloch sustains 12 points of damage from Aiko's kick, which puts him at the Grazed threshold. He takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Next up is...

Vurg
A bit more aware of his surroundings, the hill giant peers down from his post.

Perception check: 1d20 + 8 ⇒ (14) + 8 = 22; DC 20 or better to notice Rocnork

The sight of the flying Rocnork causes Vurg to do a double-take. So those two ogres weren't just playing around, he thinks to himself while calmly reaching for a boulder. Taking aim, the hill giant lobs the weapon at Rocnork.

Vurg's over-the-shoulder boulder throw: 1d20 + 8 ⇒ (5) + 8 = 13
boulder damage: 1d8 + 16 ⇒ (2) + 16 = 18

The big rock sails high into the air before dropping down, but comes nowhere close to hitting its mark (much to the surprised wyvaran's relief), instead leaving an impact crater in the ditch below.

Vurg grumbles to himself as he reaches for yet another boulder. He wasn't going to let Poppy and Turgle have all of the fun to themselves. Now that he is fully awake, the hill giant intends on taking out the annoying pest in the air before doing something about the two ogres in the tower below.

This brings an end to Round 3. My next post will kick off Round 4 and I will have by then adjusted the battlemap to take into account the movement that has taken place so far.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 4
Kelseph
The general glances up at Liesel-Marie then over at Tsadok. I think it's getting a bit too crowded around here, she wheezes. Lets see what we can do about that.

Full-Attack Action: uses Rapid Shot and Stabbing Shot to get off three arrow attacks
Note: due to her Point-Blank Master feat, Kelseph does not provoke any attacks of opportunity from foes within 30-feet of her.

As she speaks, Kelseph slips an arrow from her quiver, spinning it with a dexterous flourish before gripping it by the shaft and lunging towards the dhampir.

Kelseph Stabbing Shot 1: 1d20 + 10 ⇒ (20) + 10 = 30
Critical Confirmation: 1d20 + 10 ⇒ (14) + 10 = 24
arrow stab damage: 1d4 + 5 ⇒ (2) + 5 = 7
If the attack hits —whether or not it does damage— Tsadok is pushed back 5 feet away from Kelseph.

The head of the general's arrow bites deep into the top of the dhampir's thigh, who reflexively reacts by jumping back a step. Kelseph doesn't relinquish her hold on the improvised weapon, but rather spins it once more before nocking it to the string of her hornbow and firing straight on at Tsadok.

Kelseph hornbow shot 1: 1d20 + 17 ⇒ (16) + 17 = 33
hornbow damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18 ; +1 due to Point-Blank Shot

Tsadok sustains 7 points of damage from Stabbing Shot, bringing his hit points down to 32, which puts our dhampir warrior-monk at the Wounded threshold. He takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

The scent of brimstone fills the air once more as the arrow streaks from Kelseph toward Tsadok. And once again, the dhampir sends the incoming missile spinning away, this time using Sable Moon.

Again Tsadok turns a sure hit into a miss thanks to his Deflect Arrows feat.

Kelseph smiles as she then pivots even while drawing another arrow that is quickly fired off at Liesel-Marie.

Kelseph hornbow shot 2: 1d20 + 15 ⇒ (11) + 15 = 26
hornbow damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16; +1 due to Point-Blank Shot

The speed of the general's second shot catches the Erutaki off-guard to the point that by the time Liesel-Marie's eyes registers that the attack has been made, the head of arrow is burying itself in her right deltoid.

Liesel-Marie sustains 16 points of damage from the arrow shot (17 - 1 from her damage reduction), bringing her temporary hit points down to 8, which leaves our Erutaki Warrior Princess™ still at the Healthy threshold. She takes no penalty on her attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Next up is... Liesel-Marie.


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie growls, "Fancy, general. Lots of flourish. Your god will appreciate his new jester's skills."

I have a hammer. I am a hammer. I am unsurprisingly do what hammers do - one thing, again and again, until the problem is no longer a problem.

Blocking Greataxe, Raging Vital Strike: 1d20 + 16 ⇒ (2) + 16 = 18

Oops, I hope that wasn't someone's thumb!

Applied reduction to temporary hit points and fast healing, ticked down a round of its use and a round of bloodrage.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 4
Liesel-Marie

Liesel-Marie Frostvale wrote:

Liesel-Marie growls, "Fancy, general. Lots of flourish. Your god will appreciate his new jester's skills."

Blocking Greataxe, Raging Vital Strike: 1d20 + 16 ⇒ (2) + 16 = 18; +1 due to higher ground

Applied reduction to temporary hit points and fast healing, ticked down a round of its use and a round of bloodrage.

Simple, with the lumbering grace of a bull, says Kelseph as she uses the upper limb of her hornbow to intercept the descending axe, striking its haft and knocking the weapon away. Not surprising, given the sin that drives you.

As she speaks, purulent fluids begin to seep out from various spots beneath Kelseph's bandages. The general's pain is obvious. Yet her eyes, which flash like glowing embers, narrow in determination, never leaving those of her opponent.

Next up is... Tsadok.


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie smiles grimly and replies, "I have never claimed to be complex."


1 person marked this as a favorite.
M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

Tsadok lunges back from the thrust from the general but not fast enough as he feels the arrowhead pierce his flesh. As he knocked aside the incoming shot with Sable Moon, he continues to figure-eight the black blade in front of him. Making the rings sing in harmony with his motion. This is to help provide a slight form of defense so he may drink a potion.

He pulls the Dragonblood potion from behind his and pops the cork and downs the thick red liquid.

Dragon-Blood Potion: 2d4 ⇒ (2, 3) = 5
The Dragon-Blood potion also provides the effects of Heroism potion, +2 morale bonus on attack rolls, saves, and skill checks.

As he finishes the potion his eyes come to rest on the general. What sin drives her? Is it the same sin that drives you?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

As I have done previously, this will be broken up into two parts. And, just as a reminder, next round will be the final round for Liesel-Marie's fast healing.

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 4
Tsadok

Tsadok Whisperfall wrote:

Tsadok lunges back from the thrust from the general but not fast enough as he feels the arrowhead pierce his flesh. As he knocked aside the incoming shot with Sable Moon, he continues to figure-eight the black blade in front of him. Making the rings sing in harmony with his motion. This is to help provide a slight form of defense so he may drink a potion.

He pulls the Dragonblood potion from behind his back and pops the cork and downs the thick red liquid.

Dragon-Blood Potion: 2d4 ⇒ (2, 3) = 5
The Dragon-Blood potion also provides the effects of Heroism potion, +2 morale bonus on attack rolls, saves, and skill checks.

As he finishes the potion his eyes come to rest on the general. What sin drives her? Is it the same sin that drives you?

From beneath the bandages covering the lower half of her face, Kelseph's lips twist into a smile.

I am but one of seven. I am fire. I am red. And just when you lose it, that's when I am in your head.

Tsadok receives 5 points of healing from the Dragonblood potion, bringing his hit points to 37, which puts our dhampir warrior-monk at the Grazed threshold. He takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level. In addition, he receives the effects of a heroism potion (+2 morale bonus on attack rolls, saves, and skill checks) for 50 minutes.

Next up is Nyym, who is now starting to working on the second hatch. So we'll move on to the next person in the initiative order...

Rocnork
The wyvaran grumbles to himself out of annoyance. Now realizing that the giant he had seen in his earlier scouting mission is aware of him thanks to the thrown boulder, Rocnork realizes he has to deal with that particular threat first.

With a powerful flap of his wings, he shoots straight up, streaking past the window in the guard tower where the half-ogres are bickering with each other to the fort's highest levels. Once his momentum levels off, Rocnork is able to lay eyes on the hill giant.

He surveys the scene below him, hands moving as he calls upon the powers that are his to command while maintaining a momentary hover.

Move Action: flies 15 feet up (half his flight speed and the maximum he can move in that direction), putting him effectively 35 in the air

Rocnork Acrobatics check to hover: 1d20 + 9 ⇒ (9) + 9 = 18; needs a DC 15 or better to succeed

Swift Action: spends 1 point of ki to double his bonus to damage and add +3 to his attack roll
Standard Action: uses sand blast with air's reach and entangling infusion

Rocnork sand blast attack: 1d20 + 12 ⇒ (11) + 12 = 23
sand blast damage: 4d6 + 14 ⇒ (6, 4, 4, 2) + 14 = 30

Vurg's Reflex check: 1d20 + 4 ⇒ (4) + 4 = 8; needs to equal or beat a DC 16 to succeed

The stream of sand crashes into the surprised giant, the tiny particles ripping at its exposed flesh. More importantly, the blast surrounds his foe, greatly restricting the hill giant's ability to move.

Vurg sustains 30 points of damage from the sand blast, and is at the Healthy threshold. He takes no penalty on his attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.
In addition, he is affected by the sand blast's entangling infusion. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled (moves at half speed, cannot run or charge, takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) for 1 minute. The foe can remove this condition as a standard action with a successful Acrobatics or Strength check (DC 16) or by dealing 16 points of damage to the entangling matter (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Rocnork accepts 2 points of burn. However, due to infusion specialization, he reduces the cost down to 0, keeping him at a total of 5 burn and 40 nonlethal damage.

Next up is...

Kyt
The elf warrior-monk feels the pull of the water flowing through the now open hatch. She doesn't fight it, but also doesn't allow it to overwhelm her either.

Kyt's Athletics check to swim: 1d20 + 14 ⇒ (20) + 14 = 34; DC 15 or better to use her half-speed (25 feet) movement to remain relatively "in place."

She doesn't panic at the sudden increase of water flow, instead "lying" on her chest and moving her hands and legs alternately in a manner reminiscent of how quadrupedal mammals swim. Because Kyt is largely outside of the greater intake, the elf manages to resist being drawn in.

It isn't long before Kyt catches sight of the enormous fish as it begins to move toward the second hatch that Nyym (who she can make out due to the visible, body-shaped “bubble” of displaced water) is hard at work trying to open.

This is where I'll end the first half of the post...

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Part two of post...

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 4
Oloch
Shaking his head once again to make sure the ringing in his head is finished, Oloch turns his attention to this newest threat on the boulder above him.
Full-Round Action: Full Attack
Is using Furious Focus and Power Attack in conjunction with his attack; -2 penalty on his second attack (Furious Focus ignores this penalty on the first attack), +6 to damage

Oloch greatsword attack: 1d20 + 17 ⇒ (14) + 17 = 31
greatsword damage: 2d6 + 18 ⇒ (6, 6) + 18 = 30
anarchic damage: 2d6 ⇒ (1, 5) = 6

Oloch greatsword attack: 1d20 + 12 ⇒ (1) + 12 = 13
greatsword damage: 2d6 + 18 ⇒ (1, 1) + 18 = 20
anarchic damage: 2d6 ⇒ (6, 3) = 9

The speed of the orc's sword catches Aiko off-guard, the only hint of it moving is his cry to Gorum as he cuts an upward slash at her. She reflexively forms an X with the blades of her daisho, but the power of his slash causes her arms to buckle from the impact as the force overwhelms the attempted block. Her mind momentarily filled with unaccustomed disorder, when Oloch's follow-up swing comes in at her, the samurai opts instead to lean back and avoid the blade's tip in the process.

Aiko sustains 36 points of damage, putting her at the Grazed threshold. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Oloch grunts, impressed by the display of skill despite the rage clouding his mind.

Next up is...

Poppy and Turgle
The brothers pause their verbal exchange as the wyvaran quickly shoots past the window. Both breathe an exasperated sigh, realizing now that their target is heading up to where Vurg is located. Which means that if they wanted the glory of the kill for themselves, they too will have to make their way up the tower to the upper guardroom and run the risk of the hill giant potentially tossing a boulder or two their way.

And so, the two half-ogres begin pushing past each other to start the climb up.

Full-Round Action: Poppy and Turgle head up the tower to continue their battle with Rocnork

Next up is Aiko...


Female human (Tian-Min) unchained monk ??/paladin (oathbound paladin) ??; Init +2; hp 103 (77 hp, Grazed -1; 51 hp, Wounded -2; 25 hp, Critical -3; -3 hp, Disabled); AC 23, t 19, ff 20; Fort +19/Ref +14/ Will +18; Perc +18; ki pool 4

Her arms still numb from the impact of Oloch's greatsword, Aiko decides to give them a break as she performs a sliding kick with her front leg before stepping into a back leg inside swing kick then finishes the combination pushing her kicking leg downward to first strike low then high.

Declaration: using Stunning Fist
Swift Action: spends 1 point of ki to make additional unarmed attack during flurry
Full-Attack Action: Unarmed Flurry of blows against Oloch

Aiko's Unarmed Strike 1: 1d20 + 15 ⇒ (9) + 15 = 24; +1 due to higher ground, extra attack due to ki
Unarmed Strike Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Aiko's Unarmed Strike 2: 1d20 + 15 ⇒ (9) + 15 = 24; +1 due to higher ground, extra attack due to flurry
Unarmed Strike Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Aiko's Unarmed Strike 3: 1d20 + 15 ⇒ (3) + 15 = 18; +1 due to higher ground
Unarmed Strike Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Aiko's Unarmed Strike 4: 1d20 + 10 ⇒ (4) + 10 = 14; +1 due to higher ground
Unarmed Strike Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Aiko's Unarmed Strike 5: 1d20 + 5 ⇒ (7) + 5 = 12; +1 due to higher ground
Unarmed Strike Damage: 1d8 + 3 ⇒ (5) + 3 = 8

The samurai is mindful of the limited space she is working with atop the and does her best to keep her footing while attempting to maximize the speed of her attacks.

Acrobatics to maintain balance: 1d20 + 16 ⇒ (6) + 16 = 22; DC 10 or better


Female human (Tian-Min) unchained monk ??/paladin (oathbound paladin) ??; Init +2; hp 103 (77 hp, Grazed -1; 51 hp, Wounded -2; 25 hp, Critical -3; -3 hp, Disabled); AC 23, t 19, ff 20; Fort +19/Ref +14/ Will +18; Perc +18; ki pool 4

Realized I forgot to take into account a kick while writing the description for Aiko's actions. However, it didn't occur to me until after I was already at work, so I couldn't go back and change it. So here is the edit now:

Araki Aiko wrote:

Her arms still numb from the impact of Oloch's greatsword, Aiko decides to give them a break as she performs a sliding kick with her front leg before stepping into a back leg inside swing kick then finishes the combination pushing her kicking leg downward to first strike low twice then high.

Declaration: using Stunning Fist
Swift Action: spends 1 point of ki to make additional unarmed attack during flurry
Full-Attack Action: Unarmed Flurry of blows against Oloch

The samurai is mindful of the limited space she is working with atop the and does her best to keep her footing while attempting to maximize the speed of her attacks.

[dice=Acrobatics to maintain balance] 1d20 + 16 ; DC 10 or better

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

It has occurred to me that I didn't treat Oloch's rage spell as though it were unchained, using instead the standard rage. I will continue to do so for the rest of this fight, but going forward I will treat each use of that spell as I've previously laid it out (using the unchained variant).

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 4
Aiko

Araki Aiko wrote:

Her arms still numb from the impact of Oloch's greatsword, Aiko decides to give them a break as she performs a sliding kick with her front leg before stepping into a back leg inside swing kick then finishes the combination pushing her kicking leg downward to first strike low twice then high.

Declaration: using Stunning Fist
Swift Action: spends 1 point of ki to make additional unarmed attack during flurry
Full-Attack Action: Unarmed Flurry of blows against Oloch

Aiko's Unarmed Strike 1: 1d20 + 15 ⇒ (9) + 15 = 24; +1 due to higher ground, extra attack due to ki
Unarmed Strike Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Aiko's Unarmed Strike 2: 1d20 + 15 ⇒ (9) + 15 = 24; +1 due to higher ground, extra attack due to flurry
Unarmed Strike Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Aiko's Unarmed Strike 3: 1d20 + 15 ⇒ (3) + 15 = 18; +1 due to higher ground
Unarmed Strike Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Aiko's Unarmed Strike 4: 1d20 + 10 ⇒ (4) + 10 = 14; +1 due to higher ground
Unarmed Strike Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Aiko's Unarmed Strike 5: 1d20 + 5 ⇒ (7) + 5 = 12; +1 due to higher ground
Unarmed Strike Damage: 1d8 + 3 ⇒ (5) + 3 = 8

The samurai is mindful of the limited space she is working with atop the and does her best to keep her footing while attempting to maximize the speed of her attacks.

Acrobatics to maintain balance: 1d20 + 16 ⇒ (6) + 16 = 22; DC 10 or better, -1 due to Grazed threshold

Oloch Fortitude check: 1d20 + 12 ⇒ (9) + 12 = 21; DC 17 or better to resist, -1 due to Grazed threshold

Oloch did not expect to be hit with such a barrage from this female. The first kick, which strikes him in the solar plexus, leaves the orc feeling somewhat nauseous. As he fights through the urge to vomit, the rest of this strange warrior's kicks feel as though Oloch is being surrounded by a cloud of black flies biting at his flesh. In the end, the damage he receives from them is minimal and that means the orc is still able to continue the fight.

Oloch sustains 20 points of damage from Aiko's kicks, which puts him at the Wounded threshold. He takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level. This stacks with the -2 rage penalty to AC, putting him at -4.

Next up is...

Vurg
The hill giant struggles mightily against the sand that is attempting to hold him in place.

Vurg's Strength check: 1d20 + 11 ⇒ (5) + 11 = 16; DC 16 or better to succeed

Calming down for a moment, Vurg pauses then bursts free with a flex of his shoulders and chest muscles. The act sends granular particulate flying away from him in all directions. The hill giant glares angrily at the one he suspects is the culprit, his hand already reaching back for another boulder to lob.

This brings an end to Round 4. My next post will kick off Round 5.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 5
Kelseph
The general strings another of her arrows to the black hornbow, the air around her reeking of brimstone. She glances first at Liesel-Marie, then at Tsadok, before finally raising the weapon and taking her shots.

Full-Attack Action: uses Rapid Shot to get off three arrows

Kelseph hornbow shot: 1d20 + 18 ⇒ (17) + 18 = 35; -2 due to Rapid Shot, -1 due to Grazed threshold
hornbow damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13; +1 due to Point-Blank Shot

Kelseph's first arrow streaks toward Tsadok. And has been the case with her prior shots, despite the trueness of her aim, the dhampir reflexively knocks the incoming missile aside with another half-moon kick.

Once again, Tsadok turns a sure hit into a miss thanks to his Deflect Arrows feat.

The general is already lining up her next shot. Once she has her target in mind, Kelseph quickly fires.

Declaration: kill the wrathful
Kelseph hornbow shot: 1d20 + 18 ⇒ (17) + 18 = 35; -2 due to Rapid Shot, -1 due to Grazed threshold
hornbow damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17; +12 due to critical, +2 due to sin of wrath, +1 due to Point-Blank Shot (due to how Kelseph is written up, the general does not need to roll a critical confirmation roll against her particular target, doing so automatically).)

The general wheezes as her arrow strikes Oloch solidly in the back. As before with Trunau's Chief Defender, the embedded missile begins to glow with a thick black radiance that seems to drag flecks of bright red light out of the critically wounded orc.

Oloch turns and glares defiantly at the general, but Kelseph seems unmoved by what is transpiring. As the orc swordsman watches her draw another arrow from the quiver on her hip, some of the general's previously inflicted wounds are slowly beginning to mend. The pieces of red light begin to flow out at a faster rate, and with it, the rage that has, up until now, been sustaining him.

Kelseph receives 24 points of healing from kill the wrathful, which puts the general at the Healthy threshold. She takes no penalty on her attack rolls, saving throws, skill checks, and ability checks, as well as AC and caster level.

I keep my promise to end Halgra's line forever, says Kelseph.

These are the last words that Oloch hears before darkness takes him and he loses consciousness.

The general releases her last shot at Liesel-Marie.

Kelseph hornbow shot: 1d20 + 15 ⇒ (14) + 15 = 29; -2 due to Rapid Shot
hornbow damage: 2d6 + 8 ⇒ (5, 1) + 8 = 14; +1 due to Point-Blank Shot

Kelseph's final shot strikes the Erutaki deep in the meat of her left thigh.

Liesel-Marie sustains 14 points of damage from the arrow shot (15 - 1 from her damage reduction), wiping out the last of her temporary hit points and leaving our Erutaki Warrior Princess™ at 58 hit points. This puts her at the Healthy threshold. She takes no penalty on her attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Next up is... Liesel-Marie.


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Awakened Bloodrager (Fire) 10; AC 23/14/21; 77/98 hp; F13 R8 W9; Health: Healthy (0); Rage left: 41-5+1/41; Spells left: 1/3, 1/1, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Applied last round of fast healing. Will remove it from my status bar next round. Checked off another round of bloodrage.

As Liesel-Marie watches her foe's treachery against her only apparent ally in order to heal herself, a memory flits through her mind - something from long before Trunau. Treachery...

Remembering:
A girl, hiding among rocks in a snowy landscape, watches two men from another clan. They crouch as they move, but she cannot see what they intend to surprise. They appear to hunters, but what are they hunting? She is downwind and their voices carry to her, barely intelligible, but clearly they are arguing. Both carry a bow, but the bearded one, the one with black hair, bears a battleaxe while the other, a larger man with graying hair, has a greataxe of blackened steel. It occurs to her that these are not weapons for stalking game animals. The two men creep toward the crest of a hill - no, the woman realizes, that's not right, she knows this place. They creep forward to look over a cliff to a village below. Her village. One man says the village is quiet, unsuspecting. They should return to their men and mount an attack. The other disagrees, he thinks there is no need to attack, that IcingFlameneed not taste blood from these innocents. The bearded one, the one carrying the battleaxe, says that the older man has grown weak and timid. She hears a chuckle, but the graying man doesn't turn to look at his companion. "While I carry IcingFlame, it matters not what a whelp like you thinks." She watches the battleaxe come free of its harness in a split-second and the older man reacts, but too slowly.

The two men battle, axe against axe, trading blows that would fell lesser men, until the battleaxe catches the older man in the stomach. He shouts, "You will never deserve to hold IcingFlame! You shall not have her!" and feints a great sweeping strike at the younger man, who dodges back only to watch the older man spin and fling the greataxe into the distance over the cliff before falling to the ground, mortally wounded.

The younger man rushes to the edge of the cliff, staring down before cursing and running back the way they had come, no longer trying to sneak. The girl moves slowly to the dying man, who clutches at the grievous wound in his abdomen. He coughs, spraying blood on his lips and chin, as he regards her. "I'm getting old, not knowing you were there. That will not be an issue much longer. Girl, find the axe and hide it. It belongs to one who feels the fire within. Not to my cowardly nephew that struck me down nor any of his lackeys. Do this and quickly."

She dashes off. She knows she cannot help the man. And his nephew could return any time. She scrambles down the face of the cliff like a goat, for she is born to this tundra as much as any four-legged beast, and knows the paths better than even the men of her village. The great black axe displaced much on its way down the the slope before fetching up against a bit of scrub, so she finds it easily. Clumsily, she picks up the heavy weapon and with a single swing, strikes the bush, ripping it from the ground and sending another cascade of soil and stone farther down the slope. Hopefully, the pursuers will think the axe ended up down there.

The memory fades and she murmurs, "IcingFlame, then. We meet again, old friend." The old man's words return to her and at the thought of her inner fire, the heat given off by her body surges and a visible heat haze rises from the blade. Her attention returns fully to Kelseph as the arrow strikes deep in her thigh. The pain clarifies her purpose and she presses her attack with little feints, trying to set up a greater blow, knowing she has allies nearby. She knows that things cannot be as they seem - the general is not alone without a plan - and Liesel-Marie had no interest in giving her time to enact that plan.

Bloodrage, Power Attack, Vital Strike: 1d20 + 13 ⇒ (18) + 13 = 31
Physical Damage: 1d12 + 35 ⇒ (4) + 35 = 39 and Fire: 3d6 ⇒ (3, 6, 1) = 10

She is able to misdirect the shrouded one's defenses just long enough to get through them and she feels the blade bite, hearing the blade sear the skin as it enters.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14; +4 due to Riven Hourglass Stance
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 5
Liesel-Marie

Liesel-Marie Frostvale wrote:

As Liesel-Marie watches her foe's treachery against her only apparent ally in order to heal herself, a memory flits through her mind - something from long before Trunau. Treachery...

The memory fades and she murmurs, "IcingFlame, then. We meet again, old friend." The old man's words return to her and at the thought of her inner fire, the heat given off by her body surges and a visible heat haze rises from the blade. Her attention returns fully to Kelseph as the arrow strikes deep in her thigh. The pain clarifies her purpose and she presses her attack with little feints, trying to set up a greater blow, knowing she has allies nearby. She knows that things cannot be as they seem - the general is not alone without a plan - and Liesel-Marie had no interest in giving her time to enact that plan.

Bloodrage, Power Attack, Vital Strike: 1d20 + 13 ⇒ (18) + 13 = 31
Physical Damage: 1d12 + 35 ⇒ (4) + 35 = 39 and Fire: 3d6 ⇒ (3, 6, 1) = 10

She is able to misdirect the shrouded one's defenses just long enough to get through them and she feels the blade bite, hearing the blade sear the skin as it enters.

Kelseph eyes widen and beneath her face wrap, a maniacal grin forms. Her glee is evident, despite the long diagonal wound that runs across the general's chest.

I could have killed Oloch sooner, but I thought this would be so much more fun. And I was right! Twisting and using him how I see fit by telling him his mother died at the hands of the humans in Manhome.

She laughs, which is interspersed with a series of hacking coughs, before continuing.

Another of Halgra's children dead by my hand. And I will kill them all. Even the one Bax failed to get.

Kelseph sustains 39 points of physical damage and 10 points of fire damage, which puts the general at the Grazed threshold. She takes a -1 penalty on her attack rolls, saving throws, skill checks, and ability checks, as well as AC and caster level.

Next up is... Tsadok.


M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

Sorry for the delay.

Mods calculated in: AC: 30 Att/Saves: +1 Init: +9

Tsadok feels the dragon blood course thru his body, the warmth comes over him as he stands. He grasps the hilt of Sable Moon with both hands, the rings begin to vibrate. A dark haze begins to creep up the blade from the hilt to cover the entire blade with a quintessence of time.

Riven Hourglass Strike: Temporal Fury

Then his eyes comes up from the blade to lock on Kelseph and he moves to attack. With a swing from the right side.

Sable Moon Temporal Fury Strike: 1d20 + 20 ⇒ (4) + 20 = 24
SMTFS Dmg: 1d8 + 5 + 2d6 ⇒ (1) + 5 + (4, 3) = 13
on a hit Fort save vs DC 22 or be slowed

Second swing comes from the left, a backhanded swing.

Sable Moon Strike: 1d20 + 15 ⇒ (1) + 15 = 16
SMS Dmg: 1d8 + 5 ⇒ (4) + 5 = 9

Well the dice was not on my side, so I'll end my turn

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14; +4 due to Riven Hourglass Stance
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 5
Tsadok

Tsadok Whisperfall wrote:

Mods calculated in: AC: 30 Att/Saves: +1 Init: +9

Tsadok feels the dragon blood course thru his body, the warmth comes over him as he stands. He grasps the hilt of Sable Moon with both hands, the rings begin to vibrate. A dark haze begins to creep up the blade from the hilt to cover the entire blade with a quintessence of time.

Riven Hourglass Strike: Temporal Fury

Then his eyes comes up from the blade to lock on Kelseph and he moves to attack. With a swing from the right side.

Sable Moon Temporal Fury Strike: 1d20 + 20 ⇒ (4) + 20 = 24
SMTFS Dmg: 1d8 + 5 + 2d6 ⇒ (1) + 5 + (4, 3) = 13
on a hit Fort save vs DC 22 or be slowed

Second swing comes from the left, a backhanded swing.

Sable Moon Strike: 1d20 + 15 ⇒ (1) + 15 = 16
SMS Dmg: 1d8 + 5 ⇒ (4) + 5 = 9

Invigorated by the dragon's blood, Tsadok leads with a swift cross cut from the right aimed at the general which she slaps aside using the upper limb of her bow. Pivoting on his rear leg, the dhampir brings Sable Moon's blade back in from the left for another cross cut, only to have Kelseph repeat the same move with her hornbow and knock the ringed-sword back to his right. She then quickly follows up, poking the upper limb forward, demonstrating precise control by stopping a hair's breadth short of hitting Tsadok in the face.

Do not insult me by thinking that just because I prefer using a bow, wheezes Kelseph, I am incapable of fighting in close. I am an orc. Moreso than you.

Again, beneath the cloth wrapped around the lower part of her face, the general's lips form into a sinister grin as she brings back in her hornbow.

Next up is... Nyym.


M Half Drow init +6/ hp 35 [35]/ ac 18/ t 14/ ff 13/ fort +4/ ref +9/ wil +6/ perc +6/ stealth +11/ athletics 0/ b2h +3/ lore engineering +2/ finesse +11/ ki pool 7 kinetic shinobi (fading shadow) /4

After the near miss and unexpected aid from the Alligator Gar. Nyym makes his way to the shore closest to the fort and slowly rises to the surface. As he silently breach's the surface. Nyym scans for any targets that may need to be delt with before rejoining the others .

perception: 1d20 + 13 ⇒ (14) + 13 = 27

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

First of two posts, starting... now:

Kelseph Initiative check: 1d20 + 5 ⇒ (20) + 5 = 25
Liesel-Marie Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Tsadok Initiative: 1d20 + 5 ⇒ (9) + 5 = 14; +4 due to Riven Hourglass Stance
Nyym Initiative check: 1d20 + 7 ⇒ (5) + 7 = 12
Rocnork Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kyt Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Oloch Initiative check: 1d20 + 3 ⇒ (4) + 3 = 7
Poppy Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Turgle Initiative check: 1d20 + 6 ⇒ (1) + 6 = 7
Aiko Initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
Vurg Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Redlake Fort - Ground Battlemap
Battle Theme: Archive - Bullets [Drum & Bass Remix]

Round 5
Nyym

DM Blayde MacRonan wrote:

The hatch, being a cylindrical rotary section, opens vertically to allow the river water to pass underneath it. However, Nyym can tell that the flow, while strong, is not close enough to the level he needs for it to wash away the huts sitting within the moat. That will soon change once he swims over and opens the second hatch.

After making it to the other side, Nyym can make out both a sand-filled container that serves as a fuse plug and spillway just beyond that. Under normal flow conditions, the water spills over the fuse plug and down the spillway. In high flood conditions (which is what Nyym is attempting to cause), the water velocity becomes so high that the fuse plug simply washes away, and the flood waters flows through the spillway and into the moat proper.

As Nyym sets to work on raising the final hatch, he finally notices the presence of the very large river gar feeding close by. The shock of seeing the 30-foot long fish causes him to mistime his efforts at a critical juncture.

Which results in the second hatch opening partially.

However, the half-drow receives unexpected assistance from the gar, who senses an opportunity to feast on more than its usual fare. The fish makes its way to the second hatch and attempts force its way through.

The enormous aquatic creature succeeds in fully opening the second hatch and passing through, along with a greater volume of river water.

Nyym wrote:

After the near miss and unexpected aid from the Alligator Gar. Nyym makes his way to the shore closest to the fort and slowly rises to the surface. As he silently breach's the surface. Nyym scans for any targets that may need to be delt with before rejoining the others .

perception: 1d20 + 13 ⇒ (14) + 13 = 27; needs a DC 23 or better to succeed

As Nyym swims, he takes note of a boulder embedded in the bottom of the moat.

Once he breaks the surface, the half-drow is able to make out over the sound of the rushing water the faint sound of metal clanging on... something hard but not metallic, above him in the distance to his left.

Next up is...

Rocnork
The wyvaran surveys the scene below him, hands moving as he calls upon the powers that are his to command while maintaining a momentary hover.

Rocnork Acrobatics check to hover: 1d20 + 9 ⇒ (18) + 9 = 27; needs a DC 15 or better to succeed

Note: Rocnork's ki boost to double his bonus to damage and add +3 to his attack roll lasts for one more round (until the beginning of his next turn).
Standard Action: uses sand blast with air's reach and entangling infusion

Rocnork sand blast attack: 1d20 + 12 ⇒ (16) + 12 = 28
sand blast damage: 4d6 + 14 ⇒ (4, 2, 2, 4) + 14 = 26

Vurg's Reflex check: 1d20 + 4 ⇒ (14) + 4 = 18; needs to equal or beat a DC 16 to succeed, -1 due to Grazed threshold

The stream of sand crashes into the surprised giant, the tiny particles ripping at its exposed flesh as, once more, the blast surrounds his foe in an attempt to restrict the hill giant's ability to move. However, Vurg is more prepared for this than he had been previously and manages to muscle his way through Rocnork's efforts.

Vurg sustains 26 points of damage from the sand blast, and is at the Grazed threshold. He takes a -1 penalty on his attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Rocnork accepts 2 points of burn. However, due to infusion specialization, he reduces the cost down to 0, keeping him at a total of 5 burn and 40 nonlethal damage.

Next up is...

Kyt
Kyt catches sight of the enormous fish as it muscles through the second hatch that Nyym (who she can make out due to the visible, body-shaped “bubble” of displaced water) is hard at work trying to open.

The elf warrior-monk feels the pull of the water flowing through the now open hatch grow stronger. As before she doesn't struggle too hard against it, but also doesn't allow it to overwhelm her either.

Kyt's Athletics check to swim: 1d20 + 14 ⇒ (4) + 14 = 18; DC 17 or better to use her half-speed (25 feet) movement to resist being "dragged"

The elf remains calm as she begins to exert greater physical effort while going with the increased intake flow, using her prowess at critical moments so as not to be overwhelmed while within the current.

Taking stock of her surroundings, Kyt sees the tail fin of enormous fish growing distant as it speeds through the now water-filled trench. And in so doing, a glint flashes in her eyes as an idea comes to her...

Kyt has a Constitution of 12, so she can hold her breath for a total of 24 rounds. She's spent 2 rounds underwater, leaving her 22 rounds of breath remaining.

This is where I'll end the first half of the post...

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