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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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

Seeing the hesitancy of her companions in initiating a conversation with Rocnork's captives, Aiko decides that she will get things started.

Aiko Perception check: 1d20 + 18 ⇒ (13) + 18 = 31; DC 15 or better to get a hunch

After a moment's thought, she remembers an encounter that the group had with a patrol of orcs led by an ogre referred to as Gorb, who in turn, spoke of someone called Pappy Gutterunch. The samurai believes that is probably a good starting point to ask them about.

Would you two, by any chance, be related to Gutterunch?

At the mention of that, both Poppy and Turgle express surprise. Yeah! He's our pappy!

Aiko smiles, which in turn, causes the two ogrekin to chuckle nervously. What would I have to do if I wanted to meet Pappy Gutterunch?

Aiko Influence check to make request: 1d20 + 3 ⇒ (10) + 3 = 13; +3 due to successful Perception check
Poppy Perception check: 1d20 + 4 ⇒ (14) + 4 = 18
Turgle Perception check: 1d20 + 4 ⇒ (6) + 4 = 10

Immediately, Poppy's small eyes narrow with mistrust at Aiko's query, but Turgle doesn't seem to notice this at all. Dat not possible. Him involved with important ceremony.

Aiko fully turns her attention to Turgle. A ceremony? What kind of ceremony? If I knew, then I might be able to figure out something useful.

Aiko Influence check to make request: 1d20 + 3 ⇒ (12) + 3 = 15; DC 12 due to common bond

Turgle immediately begins to spill what he knows:

Pappy occupied wit' trying to talk to dead man wit' no head named Tamand Varias who used to live here. Him try many times but fail. This time, him take Lurp and Sister Slobber cuz they bellies big with next Gorb babies. Pappy hope to find way to take down Grenseldek so he can eat. Ah heard him come up with recipes for cooking her up.

Aiko Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24; DC 23 to recall knowledge

Aiko looks back at the others. It would appear that Gutterunch is attempting to speak with the deceased Tamand Varias, who according to what Calrianne told me about this place, was the castellan when her ancestor served here. Given his role, he would know a lot about this fort. But I don't understand how that knowledge would help him take down Grenseldek. It may not matter though. If he's trying to talk with Tamand Varias, then that would require a corpse with a mouth that can speak, and according to what he said, they don't have one.


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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

perception: 1d20 + 13 ⇒ (12) + 13 = 25

Does he not know where in the fort to find Grenseldek? Or is he looking to access secret entry into where Grenseldek resides?

Nyym had picked up on something. But wanted to make sure he was on the right track. Though his usually hard stomach was doing summersaults at the mental image of the Ogrekin eating the giant. He resised the urge to gag at this particular moment.

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
Nyym wrote:

perception: 1d20 + 13 ⇒ (12) + 13 = 25

Does he not know where in the fort to find Grenseldek? Or is he looking to access secret entry into where Grenseldek resides?

Nyym had picked up on something. But wanted to make sure he was on the right track. Though his usually hard stomach was doing summersaults at the mental image of the Ogrekin eating the giant. He resised the urge to gag at this particular moment.

Poppy Perception check: 1d20 + 4 ⇒ (2) + 4 = 6

Turgle Perception check: 1d20 + 4 ⇒ (15) + 4 = 19
Nyym Influence check to make request: 1d20 + 3 ⇒ (17) + 3 = 20; +2 due to successful Perception check

The sight of Nyym causes the two ogrekin to look somewhat askance, but their suspicion does not prevent them from talking:

He know where to find Grenseldek, says Poppy. Everyone know where to find her.

Turgle quickly adds, She boo-hoo away in big bedroom.

Meanwhile, at another part of the fort...

The bodies of two more ogrekin, relatives of the captured Poppy and Turgle, lay cooling on the floor in the shadow of the enormous bell that fills the chamber beneath the domed roof of the tower. A man clad in a lacquered leather coat and an eerie helmet reminescent of a stylized human skull kneels over the corpses, scrutinizing the single bleeding hole in each of them.

This wasn't his first roundup. He knows all too well what is capable of producing wounds like this: a .50-70 metal cartridge.

Looks like someone's packing a Highwall rifle. Can't find those out in these parts. Had to come from the Gunworks.

An inch-long yellowish-grey centipede crawls into view from beneath his sleeve onto his hand. It stares at the dead ogrekin, the bodies reflecting in its tiny faceted eyes. The masked man gently strokes the striped back of the insect with the tip of a finger before rising from his crouch.

Seems to me we should mosey on out of here. That Martel boy ain't gonna be happy 'til he brings me back to the gunmarshal's office. One way or another.

He turns and begins casting his gaze about before heading back down bell tower's stairs, accompanied by the jangle of his spurs and a song:

♪♫ I killed a man in Mercy, and another near Hellfall. But when I killed a man in Martel, I overplayed my hand. ♪♫

Beneath the belltower and the barracks below that, Marshall Colt Winchester finds himself holed-up in a grand vaulted chamber where several sturdy pews sit in perfect rows racing facing a simple altar on a marble dais in the west. Opposite the altar, a statue of a stern woman clad in full plate armor, brandishing a longsword and shield, stands vigil against the eastern wall of the room. Faded white paint peels from dust-coated walls and a tangible sense of calm pervades the room.

A DC 10 Religion check identifies the statue and other iconography in the chapel as representing the goddess Iomedae.

Sitting with the gunmarshal is a human male with wild shoulder-length black hair wearing a black sleeveless shirt and baggy pants with leather accents. Colt had come across the young man, who like the marshal, was infiltrating the fort. The two nearly came to blows, but the (un)timely intervention of a pair of mutants shooting arrows at them from the belltower forced the two to work together and Colt taking both down with Executioner, his Highwall rifle, before the creatures could sound the alarm. The noise of his weapon's retort had been muffled thanks to an oil that he had applied to it earlier.

The effects of the oil (a gift from Captain Tolgris) applied to the rifle render it silent for one hour.

However, Cole heard a playful giggle, and a moment later, the enormous bell began ringing. Not wanting to be caught in the open, both the young man and the gunmarshal made their way to a pair of barracaded oak doors. After tearing down the barricade, the two entered into the chapel and had been in hiding ever since.

My thanks, grunts the wild-maned young man. Name's Meir. And you are?


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Male Human Gunslinger 5/Grand Marshall 4

religion: 1d20 + 2 ⇒ (10) + 2 = 12

The tall, slim man's deft fingers roll a bit of dried tobacco into a small square of paper, he strikes a tindertwig against a pew to light it, and takes a long pull from his cigarette.
From what I've heard tell, Iomedae seems like a good egg. I reckon' she won't mind me havin' a poke.

Colt gives his attention to Meir, spits in his hand, and offers it for the young man to shake.

Shieldmarshal Colt Winchester, mighty pleased to acquaint with you.

Whether or not Meir takes his hand, he offers his cigarette to the young man.

This may calm your nerves and grow a patch on ya. I'm here looking for a varmint calling himself Rau so I can put him under snakes. What is a guttersnipe between hay and grass doin' out here? Tryin' to visit the bone garden?


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

Nyyms ears perked when he heard the term boo hoo..

perception: 1d20 + 13 ⇒ (6) + 13 = 19

Keeping his voice nonthreatening and not advancing closer.

Boo Hoo? By that do you mean she's upset? If so, then why is she upset?

Looked back towards Aiko briefly hoping he was understanding them right before looking back to the 2. As he did so, he noticed the others had not joined them yet. But he did not hear any signs of combat from below just now so he wasn't overly worried. Liesel-Marie wasn't exactly the quietest when so was in her rage killing those stupid enough to face her.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie gestures to the others to go up the stairs. She whispers, "I will be right behind you."

When the last of them has proceeded to climb the stairs, she will do exactly that, listening for the door and watching it as much as possible.

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
Nyym wrote:

Nyyms ears perked when he heard the term boo hoo..

perception: 1d20 + 13 ⇒ (6) + 13 = 19
Nyym Influence check to make request: 1d20 + 3 ⇒ (9) + 3 = 12; DC 12 due to common bond

Keeping his voice nonthreatening and not advancing closer.

Boo Hoo? By that do you mean she's upset? If so, then why is she upset?

Looked back towards Aiko briefly hoping he was understanding them right before looking back to the 2. As he did so, he noticed the others had not joined them yet. But he did not hear any signs of combat from below just now so he wasn't overly worried. Liesel-Marie wasn't exactly the quietest when she was in her rage killing those stupid enough to face her.

Dowarie, says Poppy. Something 'bout dowarie not being complete. Betreuthe no take without dowarie.

Marshall Colt Winchester wrote:

religion: 1d20 + 2 ⇒ (10) + 2 = 12

The tall, slim man's deft fingers roll a bit of dried tobacco into a small square of paper, he strikes a tindertwig against a pew to light it, and takes a long pull from his cigarette.
From what I've heard tell, Iomedae seems like a good egg. I reckon' she won't mind me havin' a poke.

Colt gives his attention to Meir, spits in his hand, and offers it for the young man to shake.

Shieldmarshal Colt Winchester, mighty pleased to acquaint with you.

Whether or not Meir takes his hand, he offers his cigarette to the young man.

This may calm your nerves and grow a patch on ya. I'm here looking for a varmint calling himself Rau so I can put him under snakes. What is a guttersnipe between hay and grass doin' out here? Tryin' to visit the bone garden?

Meir Religion check: 1d20 + 13 ⇒ (1) + 13 = 14

Meir Intelligence check: 1d20 + 1 ⇒ (13) + 1 = 14

Meir's expression is blank as he tries to understand this stranger's way of speaking or his actions. However, when the gunmarshal offers him the cigarette, the young man uses his thumb and forefinger to put out the burning end by crushing it, wincing slightly as he does so.

Meir sustains 1 point of fire damage.

I'm no Iomedaean, but I don't think that's showing the Lady her proper respect.

DM's eyes only:

Fabian Perception check: 1d20 + 11 ⇒ (10) + 11 = 21
Fabian Stealth check: 1d20 + 10 ⇒ (5) + 10 = 15

I'm not sure if I fully understand everything that you said, but shieldmarshal sounds a lot like a title. So I'm just going to call you Colt.

Marshall Perception check: 1d20 + 19 ⇒ (3) + 19 = 22
Meir Perception check: 1d20 + 4 ⇒ (5) + 4 = 9
Phantom Perception check: 1d20 + 9 ⇒ (13) + 9 = 22

He begins casting his gaze about the chapel. Meir can't quite put his finger on it, but something seems quite off about this place. The young man's expression becomes a scowl.

I've been in churches and temples before, but this place seems... weird.

Once Meir brings it up, the gunmarshal can feel it as well, as though something is walking on his grave.

Which is why when a spectral being comes into view directly in front of the wild maned young man, it is greeted with a pair of single action revolvers.

I mean you no harm, says a voice in both Colt and Meir's heads. In fact... I come to you for assistance.

Because both Colt and Meir have made their Religion checks, they are able to recognize the attire worn by the ghost as the regalia of an Iomedaean priest.


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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

Nyyms interest peaked..

What was missing that would have her so upset? Who was responsible for getting her this dowarie?

influence: 1d20 + 3 ⇒ (14) + 3 = 17

Nyym was really curious as to failed her. It had to be something or someone they had already faced or had yet to face and deal with. They were willing to talk and he was happy to get all the information they were willing to give.


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Male Human Gunslinger 5/Grand Marshall 4

Colt's eyes widen as Meir puts out the cigarette, then the shieldmarshal bursts out with laughter.

Got yourself a pair of brass ones, dont ya, son? I respect that. Yup, Shieldmarshal is a title of sorts. We are the guardians and lawdogs of the Grand Duchy of Alkenstar. I don't truck too much with formality, so Colt suits me right down to the ground. Its in my duties as a shieldmarshal that I'm looking for this Rau fella. Sure you ain't seen him? He might look like he's wearing his brain pan on the outside. Mwangi feller.

Not really expecting a positive answer (the fact the young man was breathing seemed to Marshal Winchester clue enough that Meir hadn't seen him), Colt steps up to the statue of Iomedae and tips his hat.

Begging your pardon, ma'am, but seein' as we seem to have a hair in the butter, and I expect you ain't too keen on the other potential guests, I'm thinking we may have to realign the fung shui up in here to make a defensible position.

Marshal Winchester is quickly planning how to arrange the chapel furniture to create a firing bulwark when Meir makes his comment and Colt gets the feeling someone is dancing on his grave.

He whirls around and, with a barely perceptible blur of motion, Judge and Jury spring up into his hands and point towards the spirit. He sees Meir draw revolvers, but the Marshal files away that oddity for future questions. The young man doesn't seem to want to speak much about what is going on, but if those revolvers are from an illegal transaction, Colt may have some decisions to make.

Little guy is heeled? What in tarnation?

Colt responds to the spirit's telepathic communications out loud.

First thing, I need to know this isn't some Geb shenanigans. I'll admit it ain't likely out here in the boonies, but anything is possible. So if you don't mind, I'll leave my barking irons right here to say howdy. Beyond that, I'd be mighty obliged for some assistance. First, you reckon it's ok or disrespectful to have a poke in here? Second, there is a certain fella, who, well, I'm not for airin' the lungs in church, but let's just say he's a bad man. Maybe you can assist with that? Other than that, some cuss joined a big bell choir a bit ago and who knows what might be headin' this way. Assistin' with that be mighty big of ya.

The Marshal thinks for a moment and then continues.
It occurs to me that you may be asking us for assistance. If that's the case, we are busy as a one-legged man in a rump-kicking contest, but I for one, am still inclined to help ya...If you ain't from Geb.

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
Nyym wrote:

Nyyms interest peaked..

What was missing that would have her so upset? Who was responsible for getting her this dowarie?

influence: 1d20 + 3 ⇒ (14) + 3 = 17

Nyym was really curious as to failed her. It had to be something or someone they had already faced or had yet to face and deal with. They were willing to talk and he was happy to get all the information they were willing to give.

Orcs were. They attack Manhome and fail. Now Grenseldek no have Uskroth's hammer, no have Uskroth's armor, and no have Uskroth's stone.

As Poppy finishes speaking, the rest of Nyym's companions file into the guard chamber.

Sounds like some birds were singing their hearts out up here, says Kyt. I hope it was a good performance.

What are we going to do with them? Rocnork's expression is one of fatigue as he turns to the others, no doubt from the effort being exerted by the wyvaran in holding the ogrekin captive within his sand. If you want, I can easily make this their coffin.

Marshall Colt Winchester wrote:

Colt's eyes widen as Meir puts out the cigarette, then the shieldmarshal bursts out with laughter.

Got yourself a pair of brass ones, dont ya, son? I respect that. Yup, Shieldmarshal is a title of sorts. We are the guardians and lawdogs of the Grand Duchy of Alkenstar. I don't truck too much with formality, so Colt suits me right down to the ground. Its in my duties as a shieldmarshal that I'm looking for this Rau fella. Sure you ain't seen him? He might look like he's wearing his brain pan on the outside. Mwangi feller.

Not really expecting a positive answer (the fact the young man was breathing seemed to Marshal Winchester clue enough that Meir hadn't seen him), Colt steps up to the statue of Iomedae and tips his hat.

Begging your pardon, ma'am, but seein' as we seem to have a hair in the butter, and I expect you ain't too keen on the other potential guests, I'm thinking we may have to realign the fung shui up in here to make a defensible position.

Marshal Winchester is quickly planning how to arrange the chapel furniture to create a firing bulwark when Meir makes his comment and Colt gets the feeling someone is dancing on his grave.

He whirls around and, with a barely perceptible blur of motion, Judge and Jury spring up into his hands and point towards the spirit. He sees Meir draw revolvers, but the Marshal files away that oddity for future questions. The young man doesn't seem to want to speak much about what is going on, but if those revolvers are from an illegal transaction, Colt may have some decisions to make.

Little guy is heeled? What in tarnation?

Colt responds to the spirit's telepathic communications out loud.

First thing, I need to know this isn't some Geb shenanigans. I'll admit it ain't likely out here in the boonies, but anything is possible. So if you don't mind, I'll leave my barking irons right here to say howdy. Beyond that, I'd be mighty obliged for some assistance. First, you reckon it's ok or disrespectful to have a poke in here?...

The priestly apparition seems visibly confused by Colt's response.

Ghost's Society check: 1d20 + 4 ⇒ (6) + 4 = 10; DC 10 or better to succeed

Geb?! You mean the land ruled by The Red Queen, the former patron of the Knights of Ozem? She is a blight that all who serve the Light of the Sword would see destroyed. And as for your 'having a poke in here...' I would not see the sanctity of this sacred place further defiled. So my answer to you is no.

I don't think your 'barking irons' or whatever they are, are going to have much of an effect upon this one. The young man seems unconcerned by the ghost's presence. But I know something that will.

The sound of playful giggling can be heard as a tall thin translucent man wearing a coat and hat similar to Colt's steps out of Meir, holding twin 'barking irons' of its own and forcing the surprised ghost back a step as it moved.

Now... who are you, good priest? And what business are you about that keeps you here in this world?

The ghost sighs (an odd sound to be sure, especially since it can be heard in the minds of the only two living beings present), then speaks:

I am Fabian Blix. And this is my tale...

Over 200 years ago, when the orcs pushed south against Harchist’s Blockade, they attacked the line of forts stretching along the border, and Redlake Fort was no exception. At first, this garrison held strong against the orc hordes, but as the siege went on, the fort’s food supplies dwindled.

Surrounded by orcs and cut off from the rest of the forces manning the Blockade with no hope of resupply, we soon realized that the fort would not hold—we would either die at the hands of the orcs or slowly waste away from starvation. Redlake’s castellan, a man named Tamand Varias, was determined that the fort would not fall under his command, and so he turned to a forbidden practice to feed his troops—cannibalism. Keeping the source of the food secret, Varias fed his soldiers the bodies of their own comrades and loved ones. For a time, he was successful; with fresh meat in the garrison’s bellies, morale surged, and the defenders redoubled their efforts against the orcs.

Varias sought my counsel, hoping for assurance that the church would absolve him of wrongdoing on his deathbed. Shocked by this proposal, I provided no such guarantee and instead advised the castellan to surrender the fort to the orcs in exchange for the garrison’s freedom. Varias argued that surrender was tantamount to suicide and vowed to hold the fort at any cost. When I responded that the cost might be his soul, the castellan went insane with rage and struck me down with his sword.

Resolute to what must be done to feed his troops, Varias locked up the chapel and quietly began murdering those deemed unnecessary for the fort’s defense—primarily the families of the soldiers—while I became the first person to be fed to the garrison. To explain this newly discovered supply of fresh meat, Varias told his troops that I had been hoarding food in the chapel, and when discovered, had fled like a coward into the night, abandoning the garrison to its fate. He also claimed that for their safety, the soldiers’ families and the fort’s remaining food supply had been barricaded inside the chapel, where Iomedae would watch over and protect them. In reality, of course, the chapel was empty, and the garrison’s family members were being slaughtered in the keep’s basement to provide sustenance to the fort’s soldiers.

The garrison’s soldiers praised the castellan for his foresight and continued to fight, believing that surrender to the orcs would doom their loved ones—all the time unaware that their families were already dead, and ignorant to the horror that they had supped on their own flesh and blood.

Horrified by the castellan’s plan and wracked with guilt that I could not stop it, I arose in this state soon after my murder. Finding myself bound to the chapel, I was unable to warn the garrison of the fate their loved ones were to suffer, but did manage to appear to my own family members in their dreams, telling them of my murder at the castellan’s hands and urging them to flee the fort as soon as possible. My wife decided to confront Varias, only to wind up in the stewpot, but our twin sons escaped the castellan’s murderous wrath by squeezing through the latrine. Unfortunately, during their flight, one of them fell and broke his neck in the cesspool, while the other survived and escaped the fort through the sewer tunnel.

Eventually, however, the secret got out, and the garrison turned against the castellan, horrified at what Varias had done, and what he had forced them, albeit unknowingly, to do. In a hastily convened tribunal, the soldiers tried and convicted their commander, entombing him alive behind a stone wall in the fort’s keep. Once more out of food and their morale shattered, the surviving defenders did not last much longer, and the besieging orcs soon overran the fort.

For a long moment, Meir says nothing after the ghost finished speaking. A hard look comes across his face. I came here to find my sister. Nothing more. But I can't, in good conscience, leave this unquiet spirit to suffer. What can we do to help?

Ridding the fort of Tamand Varias’s foul influence and cleansing it of the sins visited here so long ago will finally allow me to know peace. The only way to accomplish this is to bring the castellan’s remains to the chapel and destroy them upon Iomedae’s altar. Unfortunately, I do not know exactly where Varias’s bones now lie, though I do know that they are somewhere in the fort.


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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 turned to see the others walk in. But then back to their 2 captives..

influence: 1d20 + 3 ⇒ (20) + 3 = 23

What other forces reside within the fort? Also where might we find ur Pappy and Grenseldek.

Nyym knew that their big friend couldn't hold these 2 much longer and might be pushing his luck with these last questions. But he had remained friendly towards the Ogrekin and if they could get this last bit of information. They could continue with Team Ruby's mission.


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Male Human Gunslinger 5/Grand Marshall 4

The appearance of the ghostly creature stepping away from Meir takes Colt by surprise.
NOW what? Who in blazes is this? We gonna have us a whole hootnanny in the church directly. At least this one is a good-lookin feller.

Colt watches the spirit as it tells its tale with the watchful eye of a trained investigator.
sense motive: 1d20 + 19 ⇒ (10) + 19 = 29

out of character I feel like the ghost is probably legit, so I’ll proceed as if Colt senses nothing amiss. If I’m wrong I’ll come back in and edit.

When the ghost finishes it’s horrifying tale, Colt is almost sobered for a minute, then decides to cover the horror with flippancy as he turns to the ghost,

so, as far as fires in church, tabakky bad, dead bodies good, got it. Be glad to help ya, Padre. Sounds like you got the short end of it, and that ain’t no lie. I’m mighty sorry about your pickle. Must be like being in a prison, no matter how elegantly arranged. This ain’t no right reward for doing the right thing in the face of horror, so I’m with the kid on this one. We’ll get that body and have us a proper barbecue so you can go to Heaven and kiss your mammy.

Colt moves his attention over to Meir.
You are a strange one, sure as the sunrise, but I’ve had the same said of me more than once. If your sister is around these parts, she ain’t safe. So at least until we help the Padre here, and find your kin, I got your back.

Colt looks again at the spirit he suspects is mocking him.
both of ya.

first thing, Padre, we need to know our way around these parts. If the body is still here after all the orcs been through, it sure ain’t gonna be out in the open. Could ya give us a rundown of this place? Or what it was like when you were breathin’?


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie waits outside the guard chamber where she can hear if the door below opens. She trusts if things get tense in the chamber, she will hear it from her friends.

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
Nyym wrote:

Nyym turned to see the others walk in. But then back to their 2 captives..

influence: 1d20 + 3 ⇒ (20) + 3 = 23

What other forces reside within the fort? Also where might we find ur Pappy and Grenseldek.

Nyym knew that their big friend couldn't hold these 2 much longer and might be pushing his luck with these last questions. But he had remained friendly towards the Ogrekin and if they could get this last bit of information. They could continue with Team Ruby's mission.

Poppy Perception check: 1d20 + 4 ⇒ (17) + 4 = 21

Turgle Perception check: 1d20 + 4 ⇒ (9) + 4 = 13

Him not know, says Poppy after a moment.
Him not with purple lady, agrees Turgle.

Kyt looks confused at this, mouthing to herself purple lady as she glances over at Nyym.

Purple lady come from deep underneath fort.

Way deep, chimes in Turgle.

Poppy continues, She come with skull man. Grenseldek leave two be. So do orc general. Me think they scared.

Definitely scared.

Both ogrekin make no attempt to hide their own fear of this skull man and purple lady. Despite what he is feeling, Poppy goes on speaking:

Grenseldek lead giants. Gorb clan help her, but pappy no want to follow no more. Him make deal with dead orc Marduk to take over.

Turgle adds, Orc general think Gorb clan don't know plan she have, but pappy know. Him plan to take down her too.

Marshall Colt Winchester wrote:

The appearance of the ghostly creature stepping away from Meir takes Colt by surprise.

NOW what? Who in blazes is this? We gonna have us a whole hootnanny in the church directly. At least this one is a good-lookin feller.

Colt watches the spirit as it tells its tale with the watchful eye of a trained investigator.

sense motive: 1d20 + 19 ⇒ (10) + 19 = 29

When the ghost finishes it’s horrifying tale, Colt is almost sobered for a minute, then decides to cover the horror with flippancy as he turns to the ghost,

so, as far as fires in church, tabakky bad, dead bodies good, got it. Be glad to help ya, Padre. Sounds like you got the short end of it, and that ain’t no lie. I’m mighty sorry about your pickle. Must be like being in a prison, no matter how elegantly arranged. This ain’t no right reward for doing the right thing in the face of horror, so I’m with the kid on this one. We’ll get that body and have us a proper barbecue so you can go to Heaven and kiss your mammy.

Colt moves his attention over to Meir.

You are a strange one, sure as the sunrise, but I’ve had the same said of me more than once. If your sister is around these parts, she ain’t safe. So at least until we help the Padre here, and find your kin, I got your back.

Colt looks again at the spirit he suspects is mocking him.

both of ya.

first thing, Padre, we need to know our way around these parts. If the body is still here after all the orcs been through, it sure ain’t gonna be out in the open. Could ya give us a rundown of this place? Or what it was like when you were breathin’?

Colt can indeed sense the truth in the spectral priest's words.

Meir's phantom tips its ghostly hat at the shieldmarshal before vanishing from view amidst the tittering of childlike laughter.

Redlake Fort has a fortified keep built into its southwest corner, begins Fabian. For defense, the keep’s entrance is located on the second floor, with a drawbridge connecting the entrance to a freestanding stone staircase in the fort's inner ward. It's not too far from here, though you may have to quietly make your way past the current occupants of this fort. That's as good of a place as any to start your search. But if you really want to get a really good view of the fort, then I would suggest using the bell tower. You'll have to go through the barracks on the floor above the chapel to get there, however.

I don't know if you will succeed, but whether you do or don't, you have my thanks for attempting to assist me in finding salvation.

Fabian Blix bows deeply at the waist and fades from the sight of both Colt and Meir.


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

At the mention of the purple lady, Aiko glances over at Nyym.

No. It can't be them. Clan Nikumu wouldn't go back on their word.

Her heart nearly sinks when the ogrekin states that this purple lady was from deep beneath the fort. However, when they also say that she came with a 'skull man,' her initial thoughts are put to rest.

This lady was no doubt drow. That much is certain, given what these two have told them. But she isn't Nikumu.

So why is she here?

It is then that Aiko recalls a conversation that took place what seems like a lifetime ago between Nyym and Nizana, the Black Fist of Nikumu hunting party:

DM Blayde MacRonan wrote:

We have seen our le'i, our kin, in these lands. We went to them, thinking they could be of assistance. Only to discover that our brethren had become bitter and twisted, warped reflections of what they once were. They have forgotten what it means to be ilythiiri, so debased has their blood become. They have cast aside their honor to serve malign and destructive entities not native to this world, all for the sake of power.

The Black Fist laughs, though there is no humor to be found in her voice, but rather disgust.

Nizana continues, We are not like them, Little Shadow. We are not like the co'nbluth in these lands. We remain ilythiiri. We still walk the way of the true warrior. We can be ruthless and vicious, but we are loyal to who we serve. And we conduct ourselves with pride and superiority in all that we do.

She had said that the Nikumu sought help from the drow of these lands, but they were no longer drow, but rather, twisted versions of their former selves.

That they were non-drow with no honor.

Aiko ponders this for a time before turning to the others, her expression a grim one.

It would seem that the Nikumu may have brought unwanted attention to themselves when they sought out their kin in this part of the world. And, in so doing, may have brought that trouble upon us.

She continues: The dhaerow here would no doubt be concerned about the sudden appearance of a group that looks like them that they had no prior knowledge of before. I think this purple lady is a representative of these uneasy dhaerow, sent to learn about and, if necessary, deal with the Nikumu. This skull man who came with her may also be a representative as well.

So it appears that we may be dealing with more than just unrest between orcs and giants in this place. There could also be the beginnings of a secret war brewing between diffent factions of dhaerow as well.


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Male Human Gunslinger 5/Grand Marshall 4

Colt holsters his revolvers and pulls out his trusty Highwall, Executioner. He calmly unattaches the bayonet and checks the action, making sure he has a cartridge loaded. With the little bit of magic from the Captain, the rifle would be the more stealthy option.

Alright, son. I think Padre is right. We can get us a look-see around this place from the bell-tower.

The Marshal remembers the now-familiar tittering laughter before the bell started clanging earlier.

you are going to have to keep your phantom cowboy from making music. Seems like he’s a fun feller, which I don’t mind a jot, but I’m also thinkin’ he ain’t aiming to see ya dead. Let’s mosey on up to the next level all quiet-like.

When Meir is ready, Colt peeks outside of the chapel to see if the immediate area is clear. If it is, he slips out, rifle at the ready, keeping to cover and shadows and running his sharp eyes over the area ahead.

stealth: 1d20 + 5 ⇒ (1) + 5 = 6

seriously?


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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

Nyyms blood run cold as if ice were within his veins If there was indeed a rogue drow here. That could mean more were close by. Especially if he was understanding them correctly. There is another entrance leading deeper under the fort.

influence: 1d20 + 3 ⇒ (14) + 3 = 17

Looking back to the Ogrekin..

Do you know where this deep cavern that the purple woman came from?

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
Marshall Colt Winchester wrote:

Colt holsters his revolvers and pulls out his trusty Highwall, Executioner. He calmly unattaches the bayonet and checks the action, making sure he has a cartridge loaded. With the little bit of magic from the Captain, the rifle would be the more stealthy option.

Alright, son. I think Padre is right. We can get us a look-see around this place from the bell-tower.

The Marshal remembers the now-familiar tittering laughter before the bell started clanging earlier.

you are going to have to keep your phantom cowboy from making music. Seems like he’s a fun feller, which I don’t mind a jot, but I’m also thinkin’ he ain’t aiming to see ya dead. Let’s mosey on up to the next level all quiet-like.

When Meir is ready, Colt peeks outside of the chapel to see if the immediate area is clear. If it is, he slips out, rifle at the ready, keeping to cover and shadows and running his sharp eyes over the area ahead.

stealth: 1d20 + 5 ⇒ (1) + 5 = 6

seriously?

I had to really think about this one... hope you enjoy the result!

Meir Stealth check: 1d20 + 2 ⇒ (15) + 2 = 17
Meir Perception check: 1d20 + 4 ⇒ (19) + 4 = 23

Meir slips out after Colt, the tall man's movements being graceful in the younger one's eyes. However, as the gunmarshal turns back to check on him, Meir's expression becomes one of shock and horror as he freezes in place and looks past his companion.

Stepping out through a pair of double doors of a nearby structure is a fat looking brute wearing a filthy garment that reminds Meir of a cook's apron. Despite his hunched posture, the giant easily towers over the young man nearly twice over. Both of his hands are wrapped in dirty, bloodied bandages, one of which he is gnawing on.

Cookie Perception check: 1d20 + 6 ⇒ (16) + 6 = 22

After squinting a bit, the giant's beady eyes catch sight of Colt. Grinning, he pulls his ragged fingers from his slobber-filled mouth and excitedly shouts, More hands for my horse! before charging with his giant cleaver.

Just above Colt and Meir...
Rau is set to open the door before after making his way across the the eastern battlement when pauses for a moment, as something catches his attention.

That biggity belly robber was down in the courtyard and not playing at being some chuckleheaded notion of being some kind of artist. In fact, the giant was ranting and carrying on with an urgency he hadn't seen in him before. That alone is enough of a reason to see what Cookie is up to.

Rau Perception check: 1d20 + 15 ⇒ (7) + 15 = 22

Must've found something more fun to play with than that poor hay baler I saw 'im with earlier. I wonder if I should help 'im out...

To his credit, the outlaw pondered the matter for a full two seconds before making his decision.

Sorry Cookie, but you're on your own.

It's just as well that he didn't involve himself in the matter. After all, a gentleman never keeps a lady waiting. Especially when she's someone put together like his Varmy is.

Rau opens the door and enters the western guard room, then continues on to the staircase that will take him down to the courtyard. Once there, he'd have to move so that the ogres didn't notice him.

Rau Stealth check: 1d20 + 26 ⇒ (8) + 26 = 34

In spite of the openess of the yard, the outlaw is able to skidaddle past Cookie. But he does manage to catch sight of what got his attention.

The duster with the shiny badge, the wide-brimmed hat, and what can only be a Highwall rifle. It's the lawdog from Martel.

Rau checkles to himself, knowing that he's about to once again stay a step ahead of his pursuer, perhaps for the final time. He admires the man's tenacity, but figures him to be deader than a tin of corned beef.

Let's hope that the skull-faced outlaw's assessment is wrong here. Because we got ourselves a hootnanny in the making. I need an initiative roll from Colt and we'll get this party started. I'm working on putting a map together for you all, so hopefully with my next post it'll be done.

Nyym wrote:

Nyyms blood run cold as if ice were within his veins If there was indeed a rogue drow here. That could mean more were close by. Especially if he was understanding them correctly. There is another entrance leading deeper under the fort.

influence: 1d20 + 3 ⇒ (14) + 3 = 17

Looking back to the Ogrekin..

Do you know where this deep cavern that the purple woman came from?

Back in the south-eastern guard chamber...

Both of the ogrekin look even more confused by the half-drow's newest question.

Poppy Perception check: 1d20 + 4 ⇒ (7) + 4 = 11
Turgle Perception check: 1d20 + 4 ⇒ (6) + 4 = 10

Me not know. Thought you know.

Yeah, says Turgle, a little emboldened by Poppy's statement, why you not know?

Rocnork sand blast: 4d6 + 11 ⇒ (3, 4, 5, 6) + 11 = 29

Rocnork wastes no time, acting before the others can respond in any way. The wyvaran clenches his fist to cause the sand encasing the ogrekin to contract, causing it to press in on the two from all directions until they're pulverised, killing them. Although some of their remains burst through the sand, scattering around the chamber similar to rain, most of their blood is absorbed by the sand itself before it fades away.

Feeling the weight of both Kyt and Aiko's gazes upon him, Rocnork says unapologetically, I did what had to be done. Nothing more.


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Male Human Gunslinger 5/Grand Marshall 4

Colt sees the giant approaching and figures that stealth just went out the window.

Brigh’s bronze bosoms! he curses, muttering.

The situation was an unholy mess, but the promise of a bit of chaos and action gives the gunslinger that familiar thrill that has in the past saved his life and caused him trouble in about equal measure.

go for the stairs, son. I’ll cover you against the slop-slinger, here.

He says to the apron-wearing brute in giant…
all right, darlin’, let’s have a dance.

initiative: 1d20 + 8 ⇒ (10) + 8 = 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

That's right... your eyes are not deceiving you. I have two battlemaps listed this go-round. This should make it a bit easier for everyone to keep track of their locations prior to and after entering battle.

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0; mimimum of 1, -2 to AC due to charge
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Surprise Round
Down in the inner ward...

Marshall Colt Winchester wrote:

Colt sees the giant approaching and figures that stealth just went out the window.

Brigh’s bronze bosoms! he curses, muttering.

The situation was an unholy mess, but the promise of a bit of chaos and action gives the gunslinger that familiar thrill that has in the past saved his life and caused him trouble in about equal measure.

go for the stairs, son. I’ll cover you against the slop-slinger, here.

He says to the apron-wearing brute in giant…
all right, darlin’, let’s have a dance.

Meir

Not one to run from a fight, the young man reaches down and releases the catch holding the weapon coiled at his belt. Crescent blade in hand, he begins whirling the chain in anticipation of meeting the giant head on.

Move Action: draws weapon

Cookie
In spite of Cookie's ponderous bulk, he closes the distance between himself and Colt with surprising speed. In no time does the giant begin taking advantage of his greater reach by swinging enthusiastically at the Garundi with his cleaver.

Standard Action: charge attack on Colt

Cookie cleaver swing: 1d20 + 12 ⇒ (4) + 12 = 16; +2 to hit due to charge
Cleaver damage: 1d8 + 7 ⇒ (3) + 7 = 10

Colt calmly sways like a willow in a breeze, easily evading the giant's wild chops with the cleaver.

This brings the surprise round to a close. Round 1 officially begins once Colt makes his post.

Up in the southern guard chamber...
Yes... I know... I called it the south-eastern tower in a previous post. That was my mistake, as I posted without conferring with the map. Apologies for any confusion that may have caused.
Hiding behind Kyt, the young girl Charlotte can feel the tension rising in the room they all were in. She can sense the anger of both the elf lady and the red-eyed lady at what the winged man did to those two freaks just a moment ago.

To be fair, Charlotte didn't exactly approve of what was done either. She knows what he did was wrong. However, the two that had been killed most likely would have presented a danger to them all if they had been allowed to live. And this group did promise to look after her until her brother arrived.

As distasteful as his action had been, Charlotte isn't going to lose any sleep over the deaths of those two hideous freaks.

Kyt sighs then shakes her head. I cannot and will not condone what you've done, Rocnork. But you're right. You did what you felt had to be done. I just wish that there had been a better way to go about it. Maybe next time we can figure out what that may be.

Rocnork shrugs, not seeing what the big deal is. Letting the two live would've been a bigger detriment to the group than killing them. The one called Kyt is far too compassionate for her own good to truly understand that.

The wyvaran glances over at Tsadok, knowing that his companion will better understand why he did what he did, and says nothing in response to the elf.

Now we need to figure out where we go from here, says Kyt. We've got two doors to choose from. Which one should we use?

Rocnork speaks up: The door on the right opens to a battlement that connects this tower to another that more than likely holds guards of its own. If we're trying to remain unseen, then we would do well to avoid that one.

When the rest of the group looks at him with questioning looks on their faces, he simply says: This was not the first time that I had dealings with those two.

Kyt recalls when she and the human child had encountered him while floating in the moat, the wyvaran had been descending from above pretty close to this very tower. If anyone would have a better understanding of the fort's layout, it's Rocnork. That settles that then. We can either take the other door, or we can go back the way we came and figure out if there's another path to take.


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Male Human Gunslinger 5/Grand Marshall 4

Colt’s Danger Sense ability from the Shield Marshal Prestige class allows him to always act in a surprise round, so I guess this happens on the giant’s way in.

Colt whips up his Highwall and smiles.

Bedtime, big boy. I’m here at tuck ya in like sweet-like.

and starts to sing a pleasant little song, incongruous with what is going on.

Blue Shadows on the trail

point blank adds +1 to hit and damage, Legal Judgement:Judgement will add +1 damage, deadly aim will be -3 hit, +6 damage. attack resolved against touch AC
rifle attack: 1d20 + 11 ⇒ (9) + 11 = 20

rifle damage: 1d10 + 5 + 1 + 1 + 6 ⇒ (3) + 5 + 1 + 1 + 6 = 16

The Marshal finds the weird silence of the shot unsettling, and the Highwall is a single-shot weapon, anyway, so he drops it and quick-draws his revolvers.

Little Cowboy, close your eyes, and dream


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Male Human Gunslinger 5/Grand Marshall 4

for initiative count 18

Colt continues to sing as he takes a step back from the cleaver, now punctuating the rests in his trail song with the (much more satisfying) sound of gunshots.

Judge: 1d20 + 14 - 3 - 2 + 1 ⇒ (16) + 14 - 3 - 2 + 1 = 26
Judge damage: 1d8 + 5 + 1 + 1 + 6 ⇒ (5) + 5 + 1 + 1 + 6 = 18

all of the doggies are in the corral

rapid shot Judge: 1d20 + 14 - 3 - 2 + 1 ⇒ (13) + 14 - 3 - 2 + 1 = 23
judge damage: 1d8 + 5 + 1 + 1 + 6 ⇒ (7) + 5 + 1 + 1 + 6 = 20

all of your work is done

Jury: 1d20 + 14 - 3 - 2 + 1 ⇒ (1) + 14 - 3 - 2 + 1 = 11
jury damage: 1d8 + 5 + 1 + 1 + 6 ⇒ (3) + 5 + 1 + 1 + 6 = 16

just close your eyes and dream little pal

secondary shot: 1d20 + 9 - 3 - 2 + 1 ⇒ (20) + 9 - 3 - 2 + 1 = 25
Judge damage: 1d8 + 5 + 1 + 1 + 6 ⇒ (1) + 5 + 1 + 1 + 6 = 14

dream of someone

looks like there’s a Crit to confirm and Jury is broken. I guess with the average die crit system that would add 51 omg damage
confirm crit: 1d20 + 5 ⇒ (17) + 5 = 22

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

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0; mimimum of 1, -2 to AC due to charge
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Surprise Round
Down in the inner ward...

Marshall Colt Winchester wrote:

Colt’s Danger Sense ability from the Shield Marshal Prestige class allows him to always act in a surprise round, so I guess this happens on the giant’s way in.

Colt whips up his Highwall and smiles.

Bedtime, big boy. I’m here at tuck ya in like sweet-like.

and starts to sing a pleasant little song, incongruous with what is going on.

Blue Shadows on the trail

point blank adds +1 to hit and damage, Legal Judgement:Judgement will add +1 damage, deadly aim will be -3 hit, +6 damage. attack resolved against touch AC
rifle attack: 1d20 + 11 ⇒ (9) + 11 = 20

rifle damage: 1d10 + 13 ⇒ (3) + 13 = 16

The Marshal finds the weird silence of the shot unsettling, and the Highwall is a single-shot weapon, anyway, so he drops it and quick-draws his revolvers.

Little Cowboy, close your eyes, and dream

The cleaver-wielding giant takes the shot from Colt's Highwall rifle in the right shoulder, but he seems unfazed by it.

Cookie sustains 16 points of damage. This puts him at the Healthy threshold. He takes no penalty on his attack rolls, saving throws, skill checks, and ability checks, nor to AC and caster level.

With that out of the way, we move on to...

Round 1

Marshall Colt Winchester wrote:

for initiative count 18

Colt continues to sing as he takes a step back from the cleaver, now punctuating the rests in his trail song with the (much more satisfying) sound of gunshots.

point blank adds +1 to hit and damage, Legal Judgement:Judgement will add +1 damage, deadly aim will be -3 hit, +6 damage. attack resolved against touch AC
Judge: 1d20 + 15 ⇒ (16) + 15 = 31; -3 due to Rapid shot, -2 due to Two-Weapon Fighting
Judge damage: 1d8 + 13 ⇒ (5) + 13 = 18

all of the doggies are in the corral

rapid shot Judge: 1d20 + 15 ⇒ (13) + 15 = 28; -3 due to Rapid shot, -2 due to Two-Weapon Fighting
judge damage: 1d8 + 13 ⇒ (7) + 13 = 20

all of your work is done

Jury: 1d20 + 15 ⇒ (1) + 15 = 16 ; -3 due to Rapid shot, -2 due to Two-Weapon Fighting
jury damage: 1d8 + 13 ⇒ (3) + 13 = 16

just close your eyes and dream little pal

secondary shot: 1d20 + 10 ⇒ (20) + 10 = 30; -3 due to Rapid shot, -2 due to Two-Weapon Fighting
Judge damage: 1d8 + 13 ⇒ (1) + 13 = 14; +12 crit damage*
dream of someone

looks like there’s a Crit to confirm and Jury is broken.
confirm crit: 1d20 + 15 ⇒ (17) + 5 = 32 ; -3 due to Rapid shot, -2 due to Two-Weapon Fighting

* The crit damage is +12 for his revolver (average per die [rounded down] with the multiplier treated as 1 step lower for this method or 4.5 rounded down x 3). Because Jury misfired and is considered broken until repaired in some way, the broken condition lowers the critical multiplier from x4 to x2, putting its critical damage at only +4 until fixed. Same thing applies with the rifle: crit damage is +15 (5.5 rounded down x 3). But if broken on a misfire, the rifle's crit damage is only +5. Since he's using Alkenstar's more advanced firearms, a misfire only causes the broken condition. A further misfire will not cause his firearms to explode.

Cookie sustains 64 points of damage. This 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.

Next up is...
Meir
The wild-maned young waits for his opportunity to strike and when he sees an opening in the giant's defenses, he doesn't hesitate in the slightest.

Crescent Blade attack: 1d20 + 11 ⇒ (1) + 11 = 12
crescent blade damage: 1d4 + 2 ⇒ (2) + 2 = 4

However, standing so close to Colt and his "barking irons" as they were being put to use against Cookie leaves Meir more than a little rattled, resulting in him fumbling the swing and nearly dropping his weapon.

Next up is...
Cookie
The -2 to Cookie's AC due to his charge during the surprise round is no longer in effect.

Not in the least bit happy about the noise and the stinging wounds he's received, the giant seeks to take out his anger on the guff responsible for his discomfort.

Cookie cleaver swing: 1d20 + 12 ⇒ (20) + 12 = 32; -2 due to Wounded threshold
Cleaver critical confirmation: 1d20 + 12 ⇒ (14) + 12 = 26; -2 due to Wounded threshold
Cleaver damage: 1d8 + 7 ⇒ (4) + 7 = 11; +8 due to crit
Cookie slam attack: 1d20 + 8 ⇒ (1) + 8 = 9; -2 due to Wounded threshold
Slam damage: 1d8 + 7 ⇒ (4) + 7 = 11

A mistep from Colt causes him to nearly put a boot on his Highwall lying on the ground. He avoids doing so, but in the process takes a wicked slash from the now giddy giant. That attack is quickly followed up with a swing of Cookie's ragged fist.

But the wound dealt to his shoulder early on sends a jolt of pain that causes the giant to loudly wince and pull his punch just short of hitting the Garundi.

Colt sustains 19 points of damage, leaving the gunmarshal with 40 hit points and 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.

Up in the southern tower...

Given the fracas occurring below in the inner ward, I'm going to roll Perception checks to see if any of you noticed. The DC to succeed is 15 or better.

Aiko: 1d20 + 18 ⇒ (9) + 18 = 27
Charlotte: 1d20 + 15 ⇒ (9) + 15 = 24
Kyt: 1d20 + 15 ⇒ (1) + 15 = 16
Liesel-Marie: 1d20 + 10 ⇒ (17) + 10 = 27
Nyym: 1d20 + 13 ⇒ (20) + 13 = 33
Rocnork: 1d20 + 13 ⇒ (18) + 13 = 31
Tsadok: 1d20 + 16 ⇒ (3) + 16 = 19

As the companions are trying to work out where to go next, a strange series of terrifying sounds reaches their ears from outside.

This brings an end to Round 1. Round 2 begins with Nyym's next post.


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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

Nyyms instinctive ducks as the noise echos out through the fort and spins around to get a bearing on where the racket had come from.

What id the blazes was THAT?! Either the current occupance of the for have decided to set off some kind of fireworks or poppers or someone else has joined this party. Either way things will get busy fast with that racket echoing through the fort walls.

Nyym heads out the door leading to the ramparts. That way he can get I high level view of what's happening.

perception: 1d20 + 13 ⇒ (20) + 13 = 33


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Perception to identify location of the shots: 1d20 + 8 ⇒ (1) + 8 = 9

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
Nyym wrote:

Nyym heads out the door leading to the ramparts. That way he can get I high level view of what's happening.

perception: 1d20 + 13 ⇒ (20) + 13 = 33

Liesel-Marie Frostvale wrote:
Perception to identify location of the shots: 1d20 + 8 ⇒ (1) + 8 = 9

The half-drow quickly exits the guard chamber using the door that opens onto the wallwalk which connects this tower with the southeastern one. He is followed by Liesel-Marie, and the two begin searching for the source of the strange popping sounds.

Both can see fourteen feet down from where they stand an open courtyard overgrown with brown weeds and prickly thistles. To the south of a large hall, a lowered portcullis separates this yard from another further in the fort.

The Erutaki's eyes are immediately drawn to the massive corpse of a giant laying facedown atop the open roof of the nearby hall. But she can also hear something else moving on the other side of the portcullis. No doubt the four ogres they avoided running into before making their way up the tower.

Nyym, for his part, stands with eyes closed and mind focused, going back to the training he had undertaken earlier to expand his senses through the electrical field that generates. When he opens them again, the half-drow is a little taken aback by what he sees.

Everything is darker save for the jagged corona of low-level electrical energy being discharged from his body. Nyym looks left to Liesel-Marie, who to his sight, seems as though she is bathed in moonlight. Before he can dwell on this, the half-drow can "see" down below seven others beyond the wall with the portcullis: a group of four that are closer to them and a group of three. The first group is making their way towards the second one.

By his best guess, Nyym can determine that the larger group will reach the smaller one in about 12 seconds (two rounds) given how fast they are moving.


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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

Nyyms swears under his breath. He had never saw things in such a way before. But no time to dwell on that now... He nudges Leisel-Marie and points towards the groups.

Closer to us us a group of for with 3 other farther out. But the 4 is closing on the 3. I would guess 12 seconds before the 2 groups become one. Tell Rocnork to hurry up and get down there. Hopefully we can by y'all some time for y'all to get down there and draw those 4 back this way

acrobatics: 1d20 + 16 ⇒ (2) + 16 = 18

With that Nyym leans forward rotating as he steps off the side much to the shock of Leisel-Marie. As he reaches the horizontal, to the outward observer, it looks as though he is running down the wall. Getting his timing just right, Nyym kicks from the wall pushing into a forward flip that turns into a roll back upright as he lands.. Nyym immediately go invisible Incase he was heard by the closest group.

Nyym spends a point of Ki to perform vanish trick.

stealth: 1d20 + 16 + 20 ⇒ (10) + 16 + 20 = 46

Nyym holds perfectly still and watches for any movement in his immediate vicinity.

If I survive this, Leisel-Marie and Kyt are gonna kill me. But we will worry about that later.. Now to wait for Rocnork to move in..

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
Nyym wrote:

Nyyms swears under his breath. He had never saw things in such a way before. But no time to dwell on that now... He nudges Leisel-Marie and points towards the groups.

Closer to us us a group of for with 3 other farther out. But the 4 is closing on the 3. I would guess 12 seconds before the 2 groups become one. Tell Rocnork to hurry up and get down there. Hopefully we can by y'all some time for y'all to get down there and draw those 4 back this way

acrobatics: 1d20 + 16 ⇒ (2) + 16 = 18

With that Nyym steps to where the tower adjoins both the wallwalk and the portcullis wall, then leans forward, rotating as he steps off the side much to the shock of Liesel-Marie. As he reaches the horizontal, to the outward observer, it looks as though he is running down the side of the tower. Getting his timing just right, Nyym kicks off, pushing into a forward flip that turns into a roll back upright as he lands next to the portcullis. Nyym immediately goes invisible in case he was heard by the closest group.

Nyym spends a point of Ki to perform vanish trick.

stealth: 1d20 + 16 + 20 ⇒ (10) + 16 + 20 = 46

Nyym holds perfectly still and watches for any movement in his immediate vicinity.

If I survive this, Leisel-Marie and Kyt are gonna kill me. But we will worry about that later.. Now to wait for Rocnork to move in..

After performing his dangerous but daring stunt, Nyym gathers himself and begins to look around himself. Five feet to his immediate left is the portcullis, while about ten feet to his right is a dilapidated outbuilding that looks as though it may have served as stables.

DM's Eyes Only:

Ogre Perception check: 1d20 + 5 ⇒ (6) + 5 = 11
Rau Perception check: 1d20 + 15 ⇒ (15) + 15 = 30
Dire Wolves Perception check: 1d20 + 10 ⇒ (6) + 10 = 16

A quick examination of the lowered gate informs the half-drow that due to years of neglect and exposure to harsh weather, the mechanism that operates the gate barely functions. With a bit of work and a little luck, Nyym might be able to bypass it.

Next round, Nyym will need to make a DC 20 Finesse check to get the mechanism for the portcullis to function. In the meantime, let's see how Liesel-Marie responds to what just transpired...


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

After the sudden emergence of sounds that are similar to the bianpao* of Imperial Lung Wa outside the tower, Aiko's hands dropped to the handles of her daisho.

She watches as both Liesel-Marie and Nyym exit the room they are all in. A moment later, her sword-sister returns alone, only to call for Rocnork as she continues through and leaves once again through the other door.

Aiko looks to Oloch. I don't know what's going on, but it seems that we are in for some action at any rate. We'll let them deal with it. You and I have other urgent business to attend to. Which will be taking care of any potential threats up here that could cause problems for the others. If they're butatō** like you, then you negotiate with them. If they're yokai like those killed by the winged one, then we settle with them using steel. Is this acceptable?

* Bianpao are the linked firecrackers that are used to ward off evil spirits.

** Butatō are human barbarians with pig-heads and snake-fangs and the closest in Japanese folklore to being like orcs.

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
Araki Aiko wrote:

After the sudden emergence of sounds that are similar to the bianpao* of Imperial Lung Wa outside the tower, Aiko's hands dropped to the handles of her daisho.

She watches as both Liesel-Marie and Nyym exit the room they are all in. A moment later, her sword-sister returns alone, only to call for Rocnork as she continues through and leaves once again through the other door.

Kyt tries to get a word with the Erutaki to find out what is going on, both in general and specifically with Nyym once it becomes clear he isn't following after her.

However, the expression on Liesel-Marie's face tells the elf monk everything she needs to know:

Nyym went and did something reckless. Again.

Looks like we may need to prep ourselves for a fight, she says to everyone still in the room. If I had to guess, she took Rocnork with her because they possess faster ways than we do to get to whatever it is we'll be dealing with. In the meantime, I'll find out for certain.

The elf makes her way to the door both Liesel-Marie and Rocnork went through.

Araki Aiko wrote:
Aiko looks to Oloch. I don't know what's going on, but it seems that we are in for some action at any rate. We'll let them deal with it. You and I have other urgent business to attend to. Which will be taking care of any potential threats up here that could cause problems for the others. If they're butatō** like you, then you negotiate with them. If they're yokai like those killed by the winged one, then we settle with them using steel. Is this acceptable?

The orc glares at the Minkan, not sure he fully understands what she just said.

If like me, we talk. If like those ogre-kin, we kill. Is that what you mean?

Aiko nods curtly.

Oloch grins then says, That is very acceptable. Let's go.

The samurai and the battle-priest head out through the door leading to the wallwalk towards the southeastern tower.

Liesel-Marie Perception check: 1d20 + 10 ⇒ (5) + 10 = 15; DC 14 or better to succeed
Rocnork Perception check: 1d20 + 13 ⇒ (14) + 13 = 27; DC 14 or better to succeed

Both Liesel-Marie and Rocnork almost immediately spot the gang of ogres below, with the sharp-eyed wyvaran then pointing past them. Her gaze follows to where he indicates, where she sees the group of three Nyym spoke of earlier.

One is with out question some sort of giant, another a man with a strange hat and longcoat, while the third is...

Meir.

At this, the wyvaran nods, agreeing with her assessment.

The two exchange a look and, without saying a single word, instantly knows what the other is about to do.

She growls, the veins of Liesel-Marie's arms beginning to pulse and quiver, her skin taking on more of a reddish cast even as flames limn first the Erutaki, then her axe IcingFlame.

He slowly unfurls his wings, taking care not to bring them too close to Liesel-Marie, as she is exuding heat akin to an open furnace.

Kyt opens the door just in time to see Liesel-Marie, clad in fire, float briefly above the parapet and then quickly disappear from view. What exactly are we dealing with?

The wyvaran quickly responds, The ogres from before seem to be heading toward a group where the young one's brother and another are fighting a giant. Most likely to provide backup for the giant.

The elf nods, then says, Right. We'll take the stairs and get down to you as soon as we can.

She then closes the door, leaving Rocnork to consider the optimal path to take for his aerial blasting run.

I still have to make adjustments on the maps to account for what's going on. In the meantime, I need an attack roll from Liesel-Marie to hit the rearmost ogre with her blade rush. After that, Nyym will need to make a DC 20 Finesse check to get the mechanism for the portcullis to function.


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Am I using IcingFlame rather than the flame blade? I think that's very in keeping with recent abilities she has earned. Assuming so:

The comet that is the bloodraging Erutaki flashes down at the rearmost ogre with a whoosh of flame, landing lightly and bounding forward, transferring her momentum into the super-heated bearded axe as it flashes forward.

Notes:
Melee +14 (1d12+35+3d6/+12) (enraged, searing flesh, power attack, vital strike)

Attacking with power attack and vital strike: 1d20 + 15 + 2 - 3 + 2 ⇒ (2) + 15 + 2 - 3 + 2 = 18 (Bloodrage, Power Attack, Blade rush charge)

Slashing Damage: 1d12 + 9 + 3 + 9 + 14 ⇒ (2) + 9 + 3 + 9 + 14 = 37 (Bloodrage, Power Attack, Vital Strike) plus Fire Damage: 3d6 ⇒ (2, 2, 5) = 9 (Searing Flesh)

And the unharmed ogre is puzzled by the feeling of a sirocco on his back.


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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

As Liesel-Marie launches her attack against the rearmost Ogre. Nyyms sets to work trying to get the portcullis open.

Nimble fingers don't fail me now..

finesse: 1d20 + 16 ⇒ (17) + 16 = 33

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

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Degenerate Gorb Ogres: 1d20 - 1 ⇒ (8) - 1 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0; mimimum of 1, -2 to AC due to charge
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Round 1
Down in the outer bailey...
Nyym

Nyym wrote:

Nyym sets to work trying to get the portcullis open.

Nimble fingers don't fail me now..

Finesse: 1d20 + 16 ⇒ (17) + 16 = 33

Compared to the gate that he dealt with previously, this one is by far a more simple mechanism for Nyym to work with. With almost no effort, he manages to raise the portcullis.

Nearby in the inner ward...
Liesel-Marie

Liesel-Marie Frostvale wrote:

The comet that is the bloodraging Erutaki flashes down at the rearmost ogre with a whoosh of flame, landing lightly and bounding forward, transferring her momentum into the super-heated bearded axe as it flashes forward.

Attacking with power attack and vital strike: 1d20 + 15 + 2 - 3 + 2 ⇒ (2) + 15 + 2 - 3 + 2 = 18 (Bloodrage, Power Attack, Blade rush charge)

Slashing Damage: 1d12 + 9 + 3 + 9 + 14 ⇒ (2) + 9 + 3 + 9 + 14 = 37 (Bloodrage, Power Attack, Vital Strike) plus Fire Damage: 3d6 ⇒ (2, 2, 5) = 9 (Searing Flesh)

The remaining ogres turn around, each puzzled by the feeling of a sirocco on their backs, only to discover a wrathful, axe-wielding Liesel-Marie standing over the incinerated remnants of what was once their living relative.

Next up is Colt...


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

What?!

Liesel-Marie looks at the puzzled ogres, fire literally in her eyes, and smiles. Her message is clear to all of them. You are next.


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Male Human Gunslinger 5/Grand Marshall 4

The Gunman’s Duster absorbs the brunt of the powerful giant’s strike, keeping the cleaver from cutting Colt open. The blow staggers the marshal back a step. Colt sucks in air through his teeth, hoping his ribs aren’t broken from the mighty blow.
Gods alive, that is gonna leave a mark!

Colt brings his guns up to bear and takes a step back. With Jury damaged and the giant still coming, he is desperately hoping not to get backed into a corner, but at the same time, this was just plain fun!

Hoping to keep the monster’s attention on him and away from Meir, the shield marshal takes another step back away from the cleaver and taunts the beast in giant.

Boy, I done told you to git to sleepin’! My sister’s toddler listens better! Come to think of it, the little guttersnipe hits harder than you, too, Sweetness.

Colt makes kissy sounds at the giant as he opens fire.

To simplify my math, I’m letting the -1 from grazed cancel out the +1 from point blank shot.

judge attack: 1d20 + 14 - 3 ⇒ (12) + 14 - 3 = 23 rapid shot is factored in and -3 for deadly aim
judge damage: 1d8 + 5 + 6 + 1 ⇒ (8) + 5 + 6 + 1 = 20 deadly and judgement

judge attack: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27 rapid shot is factored in and -3 for deadly aim
judge damage: 1d8 + 5 + 6 + 1 ⇒ (7) + 5 + 6 + 1 = 19 deadly and judgement

jury attack: 1d20 + 14 - 3 - 1 ⇒ (11) + 14 - 3 - 1 = 21 extra -1 for broken condition.
jury damage: 1d8 + 5 + 6 ⇒ (2) + 5 + 6 = 13 broken condition cancels out judgement

judge iterative attack: 1d20 + 9 - 3 ⇒ (4) + 9 - 3 = 10
judge damage: 1d8 + 5 + 6 + 1 ⇒ (3) + 5 + 6 + 1 = 15

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

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Degenerate Gorb Ogres: 1d20 - 1 ⇒ (8) - 1 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Round 2
Nearby in the inner ward...
Colt

Marshall Colt Winchester wrote:

The Gunman’s Duster absorbs the brunt of the powerful giant’s strike, keeping the cleaver from cutting Colt open. The blow staggers the marshal back a step. Colt sucks in air through his teeth, hoping his ribs aren’t broken from the mighty blow.

Gods alive, that is gonna leave a mark!

Colt brings his guns up to bear and takes a step back. With Jury damaged and the giant still coming, he is desperately hoping not to get backed into a corner, but at the same time, this was just plain fun!

Hoping to keep the monster’s attention on him and away from Meir, the shield marshal takes another step back away from the cleaver and taunts the beast in giant.

Boy, I done told you to git to sleepin’! My sister’s toddler listens better! Come to think of it, the little guttersnipe hits harder than you, too, Sweetness.

Colt makes kissy sounds at the giant as he opens fire.

To simplify my math, I’m letting the -1 from grazed cancel out the +1 from point blank shot.

judge attack: 1d20 + 14 - 3 ⇒ (12) + 14 - 3 = 23 rapid shot is factored in and -3 for deadly aim
judge damage: 1d8 + 5 + 6 + 1 ⇒ (8) + 5 + 6 + 1 = 20 deadly and judgement

judge attack: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27 rapid shot is factored in and -3 for deadly aim
judge damage: 1d8 + 5 + 6 + 1 ⇒ (7) + 5 + 6 + 1 = 19 deadly and judgement

jury attack: 1d20 + 14 - 3 - 1 ⇒ (11) + 14 - 3 - 1 = 21 extra -1 for broken condition.
jury damage: 1d8 + 5 + 6 ⇒ (2) + 5 + 6 = 13 broken condition cancels out judgement

judge iterative attack: 1d20 + 9 - 3 ⇒ (4) + 9 - 3 = 10
judge damage: 1d8 + 5 + 6 + 1 ⇒ (3) + 5 + 6 + 1 = 15

Colt demonstrates just how much of a dead shot he is with the pair of barking irons he wields, in spite of the hang fire the shieldmarshall experienced with Jury earlier on. Each shot fired is placed precisely to inflict the maximum amount hurt on the hill giant. And to Cookie's credit, the first hits from this new barrage of gunfire seemed to have little to no effect on him other than to raise his ire.

However, the final shot delivered by Judge seals the giant's fate as Colt catches Cookie squarely in the eye, the round passing cleanly through the back of its brainpan.

The giant groans, his eyes beginning to glaze even as a line of drool falls from the corner of his mouth. Looking none too steady on his feet, Cookie drifts backward as though he's about to fall, only to take a step and suddenly pitch forward towards both Colt and Meir.

Cookie's falling corpse: 1d20 + 6 ⇒ (10) + 6 = 16; considered a melee touch attack
Falling corpse damage: 2d6 ⇒ (5, 1) = 6

Meir's Reflex check: 1d20 + 7 ⇒ (19) + 7 = 26; DC 15 or better for half damage

Not wanting to get caught under such a large mass of falling flesh, Colt is already beginning to back away before the wild-maned young catches on to what is happening. However, once Meir does pick what's happening, he too backpedals to avoid being crushed by Cookie's corpse. However, the force exerted by the body hitting ground lifts Meir off of his feet and causes him to land unceremoniously on his rear.

Meir sustains 3 points of damage, which puts him at the Healthy threshold. He takes no penalty on his attack rolls, saving throws, skill checks, and ability checks, nor to his AC and caster level.

Meir
Well, says the young man as he picks himself up from where he'd been forcibly seated with a groan, that was embarrassing.

After dusting himself off, glances around to see if they are out of danger.

Meir's Perception check: 1d20 + 4 ⇒ (12) + 4 = 16 DC 15 or better to succeed

Seems like we're not the only ones to get caught up in a bit of scrape.

Meir moves out past the fallen body of Cookie and points south.

Looks to be ogres. You think whoever it is they're attacking might need help?

The young man looks back to Colt with a conflicted look on his face.

Rocnork
Fifteen feet above the inner ward...
The wyvaran watches as the Erutaki descends upon the ogres, destroying one in a fiery blaze.

Not wishing to be outdone, Rocnork steps off the side of the wallwalk. After falling about ten or so feet, he attempts to use his wings to both catch himself and level off while sacrificing only a bit of his kinetic energy.

The wyvaran's timing is sheer perfection, allowing him to safely soar over not only Liesel-Marie but out of the reach of the ogres as well.

As he approaches the final on this pass, Rocnork is already moving his hands to gather the sand needed to blast his chosen target.

Rocnork sand blast: 1d20 + 9 ⇒ (11) + 9 = 20
sand blast damage: 4d6 + 11 ⇒ (6, 5, 3, 5) + 11 = 30; +8 damage due to metakinesis (empower)

The powerful stream has catastrophic effects on the ogre, leaving deep abrasions where skin and flesh are blasted away and deeply embedded with sand particles.

Unable to comprehend what is happening to it, the creature collapses to the ground.

The degenerate ogre sustains 38 points of damage and is dead due to being blasted by the sand. Rocnork accepts 2 points of burn. However, due to gathering power, he reduces the cost down to 1 and gives him 8 nonlethal damage.

And with that, part one of the post comes to an end. I hope to be able to put up part two later on today, if work allows.


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Male Human Gunslinger 5/Grand Marshall 4

Colt is relieved as the barrage of bullets finally takes down the giant. He’s concerned at first, when the beast falls toward Meir, but the young man seems to be ok.
doing better than me, anyhow
He thinks with an inward groan of pain.

He doesn’t look up, taking Meir at his word.

Helping folks comes with the badge, son. Let me toss some beans in the wheel and clear this hung Jury and I’ll be there lickity-split.

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

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Degenerate Gorb Ogres: 1d20 - 1 ⇒ (8) - 1 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Round 2
Degenerate Gorb Ogres
With half of their number already killed, one a charred corpse and the other having been severely excoriated, the two remaining Gorb ogres bellow out their rage and proceed to attack their opponents.

As the first turns to face Rocnork, the wyvaran notices that it has a grossly bulging chest and limbs as well as beady milky white eyes. The creature sniffs the air while reaching into a bag from which it produces a rock that it hurls toward Rocnork with all the force it can muster.

Degenerate Gorb ogre rock throw: 1d20 + 1 ⇒ (17) + 1 = 18
rock damage: 1d6 + 8 ⇒ (3) + 8 = 11

The ogre's throw goes a bit wide, causing the creature to roar angrily even as it reaches into the bag for yet another rock...

The second ogre bears down on the Erutaki and begins swinging wildly.

Degenerate Gorb ogre slam attack 1: 1d20 + 10 ⇒ (20) + 10 = 30
slam attack critical confirmation: 1d20 + 10 ⇒ (4) + 10 = 14
slam damage: 1d6 + 8 ⇒ (4) + 8 = 12
Degenerate Gorb ogre slam attack 2: 1d20 + 10 ⇒ (13) + 10 = 23
slam damage: 1d6 + 8 ⇒ (3) + 8 = 11
pummel damage: 2d6 + 8 ⇒ (3, 1) + 8 = 12

In spite of the heat emanating from her body causing it pain, the feral ogre connects solidly with both of its meaty fists. Before she can recover from the power of the creature's blows, Liesel-Marie is dealt a massive headbutt from the ogre.

Liesel-Marie sustains 11 points of damage (35 - 24 from the temporary hit points granted through bloodrage). As a result, she is at the Healthy threshold, and takes no penalty on her attack rolls, saving throws, skill checks, and ability checks, nor to her AC and caster level. Liesel-Marie also needs to make a DC 20 Fortitude check or be dazed (unable to take actions, but no penalty to AC) for 1 round.

The ogre sustains 9 points of fire damage due to Liesel-Marie's searing flesh elemental defense ability.

Next up is...
Charlotte
When Kyt turns back after closing the door, she sees the little human girl staring up at her.

My brother, she stammers. He's here?!

Tears streaming down her face, Charlotte bolts for the stairs and is quickly making her way down them.

Next up is...
Kyt
The elf warrior-monk doesn't hesitate, immediately taking off after the little girl she has kept watch over since finding her in this fort. Despite having a speed advantage over her, Kyt is taking care to negotiate the descent to the bottom of the tower while Charlotte shows very little caution in her attempt to reach Meir.

Next up is Tsadok...


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

I believe Lisel-Marie’s DR reduced the actual damage to 8 points, keeping her just in the Healthy range. My atrocious record-keeping may have misled our illustrious GM.

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:
I believe Lisel-Marie’s DR reduced the actual damage to 8 points, keeping her just in the Healthy range. My atrocious record-keeping may have misled our illustrious GM.

I did forget about her DR. You're right, the damage should've been reduced by 3. Taking that into account, she sustains 8 hit points of damage, and is still at the Healthy threshold. Don't forget that Liesel-Marie also needs to make a DC 20 Fortitude check or be dazed (unable to take actions, but no penalty to AC) for 1 round.


1 person marked this as a favorite.
Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Oops!

Fortitude DC 20: 1d20 + 15 ⇒ (17) + 15 = 32

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

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Degenerate Gorb Ogres: 1d20 - 1 ⇒ (8) - 1 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Round 2
Degenerate Gorb Ogres

DM Blayde MacRonan wrote:

The second ogre bears down on the Erutaki and begins swinging wildly.

In spite of the heat emanating from her body causing it pain, the feral ogre connects solidly with both of its meaty fists. Before she can recover from the power of the creature's blows, Liesel-Marie is dealt a massive headbutt from the ogre.

Liesel-Marie Frostvale wrote:
Fortitude DC 20: 1d20 + 15 ⇒ (17) + 15 = 32

The Erutaki's eyes nearly cross after receiving such a hit, almost backing her up a step.

Almost.

But she does not move, instead planting her feet to stand her ground and glare defiantly up at the ogre from the Gorb clan.

It bellows loudly in the face of Liesel-Marie, who in turn roars back. Despite being caught in the throes of her bloodrage, she can see that while the ogre's hands and forehead bear the burns from her body's cool flame, it does not seem to register their existence in the slightest.

This suited her just fine. The ogre will experience the same fate as the other one had... a fiery death at the hands of Liesel-Marie, courtesy of IcingFlame.

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

We've begun to stall what momentum we had going, so I'm going to bot Tsadok to get things moving again.

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Degenerate Gorb Ogres: 1d20 - 1 ⇒ (8) - 1 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Round 2
Tsadok
Seeing the others evacuate the guard chamber, the dhampir decides to follow suit. He exits the room by way of the wallwalk, then steps to where the tower adjoins both the wallwalk and the portcullis wall. After glancing over the side, Tsadok places the sole of his foot firmly onto the tower before stepping back onto the wallwalk once again and backing up enough to gather speed from a short run.

When he is ready, Tsadok takes off like an arrow shot, hitting the side of the tower in such a way that he is running down its side. Upon reaching the ground, he decelerates and scans the area around him for any sign of trouble with Sable Moon in hand.

Tsadok Perception check: 1d20 + 16 ⇒ (11) + 16 = 27

His attention is drawn to the dilapidated structure to his right as he can make out padded footsteps coming from it. Not long after, Tsadok spies a pack of three immense black wolves, each the size of a horse and possessing fangs as large and sharp as knives, exiting the run-down stables.

Next up is...

Groveck

Quote:

Well, says the young man as he picks himself up from where he'd been forcibly seated with a groan, that was embarrassing.

After dusting himself off, glances around to see if they are out of danger.

Meir's Perception check: 1d20 + 4 ⇒ (12) + 4 = 16 DC 15 or better to succeed

Seems like we're not the only ones to get caught up in a bit of scrape.

Meir moves out past the fallen body of Cookie and points south.

Looks to be ogres. You think whoever it is they're attacking might need help?

The young man looks back to Colt with a conflicted look on his face.

Colt doesn’t look up, taking Meir at his word.

Helping folks comes with the badge, son. Let me toss some beans in the wheel and clear this hung Jury and I’ll be there lickity-split.

Meir's expression goes from conflicted to certain at the gunmarshal's words, as a small part of him wants to continue having a little more fun.

And that small part manifests with the sound of childlike laughter as the phantom Groveck takes off toward the danger. Still looking like the gunmarshal, it raises its ethereal 'barking-irons' as it draws near to the fighting taking place.

Groveck recognizes both Liesel-Marie and Rocnork, though its pretty certain that they won't recognize it. After all, when they last saw the phantom, it had assumed the appearance of Meir's sister Charlotte with the hope that by doing so, some measure of comfort would be had by the then disturbed young man. In that, its guise had failed. However, relief came to Meir in the form of a will-o’-wisp druid named Mossmoon, and that had come about through the assistance of these two and their friends.

Now the phantom looks to return that aid as the barrels of the ghostly pistols are surrounded with bright pinpoints of silvery light that begin to dance about before streaking toward the ogres, who are enveloped by the volley of ectoplasmic energy.

Spirit Burst damage: 1d8 + 1 ⇒ (2) + 1 = 3
Degenerate Gorb Ogre Will save: 1d20 + 1 ⇒ (18) + 1 = 19; DC 16 or better to succeed for half damage

The pair of ogres bring up their meaty arms before them moments before being struck. As the barrage of silvery light hits the two, the stench of scorched flesh covers the area. When the attack comes to an end, the ogres lower their arms, standing mostly unharmed.

Back near the chapel, Meir's eyes narrow as he brings up a hand to quickly wipe away the trickle of blood from the corner of his mouth.

The Gorb ogres sustain 1 point of damage, and are Healthy. This applies no special modifiers. Meir sustains 9 points of damage, for a total of 12, and is Healthy at 82 hp. This applies no special modifiers.

This brings an end to Round 2. Round begins now, starting with Nyym...


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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

Before Nyym commits to an action. He takes an opportunity to survey the area again to make sure that the targets before him are the only ones in play at the moment..

1d20 + 13 ⇒ (4) + 13 = 17

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

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Degenerate Gorb Ogres: 1d20 - 1 ⇒ (8) - 1 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Round 3
Nyym

Nyym wrote:

Before Nyym commits to an action. He takes an opportunity to survey the area again to make sure that the targets before him are the only ones in play at the moment..

1d20 + 13 ⇒ (4) + 13 = 17

The half-drow first catches the sound of Tsadok's feet as he races down the side of the tower. Upon turning to regard his dhampir companion, Nyym detects the presence of the dire wolves as they emerge from the ruined stables.

DM's Eyes Only:

Dire Wolf Perception check: 1d20 + 10 ⇒ (12) + 10 = 22; DC 44 or better to notice Nyym, DC 3 to notice Tsadok

Awakened from their slumber within the horse stalls, the three wolves begin investigating the area. It isn't long before they pick up Tsadok's scent. Their hackles rising, the three growl as one each of them turn their attention his way...

As Nyym has spent his move action to search the area, he still has a standard action left to perform.


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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

Nyyms eyes moves from where Tsadok landed to the 3 Dire Wolves..

Well, well, well. Looks like there ARE more at play. While I would love to have one or all 3 as pets. We just do not have the time today. But I can not allow you to feast on any of my companions either..

With that, Nyym goes over his options. Ranged or move in..

While I am more effective up close, I do not have the time to move closer before they are on Tsadok. So for this I would need to get their attention and maybe confuse them. Well looks like..

With that, Nyym let's fly with a ranged attack at he throws his first Kinetic Kuni..

kinetic Kuni 1: 1d20 + 13 ⇒ (18) + 13 = 31 thunder infusion

damage: 3d4 + 2d6 ⇒ (3, 2, 3) + (6, 5) = 19

As Nyym released the first, he spins into a right side leaning side arm as he loses his next attack..

kinetic Kuni 2: 1d20 + 8 ⇒ (19) + 8 = 27

damage: 3d4 + 2d6 ⇒ (1, 4, 3) + (5, 1) = 14

Nyym smiles wickedly as the 2 attacks sail in at nearest Dire Wolf. The right leaning Nyym fades from view again. Finishing the spin after vanishing. He moves a 5ft step to the left.

stealth: 1d20 + 16 + 10 ⇒ (20) + 16 + 10 = 46

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

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Degenerate Gorb Ogres: 1d20 - 1 ⇒ (8) - 1 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Round 3
Nyym

Nyym wrote:

Nyyms eyes move from where Tsadok landed to the 3 Dire Wolves.

Well, well, well. Looks like there ARE more at play. While I would love to have one or all 3 as pets. We just do not have the time today. But I can not allow you to feast on any of my companions either..

With that, Nyym goes over his options. Ranged or move in.

While I am more effective up close, I do not have the time to move closer before they are on Tsadok. So for this I would need to get their attention and maybe confuse them. Well looks like..

With that, Nyym let's fly with a ranged attack at he throws his first Kinetic Kunai..

kinetic Kunai 1: 1d20 + 13 ⇒ (18) + 13 = 31 thunder infusion

damage: 3d4 + 2d6 ⇒ (3, 2, 3) + (6, 5) = 19
As Nyym released the first, he spins into a right side leaning side arm as he loses his next attack.

kinetic Kunai 2: 1d20 + 8 ⇒ (19) + 8 = 27

damage: 3d4 + 2d6 ⇒ (1, 4, 3) + (5, 1) = 14

Nyym smiles wickedly as the 2 attacks sail in at nearest Dire Wolf. The right leaning Nyym fades from view again. Finishing the spin after vanishing. He moves a 5ft step to the left.

stealth: 1d20 + 16 + 10 ⇒ (20) + 16 + 10 = 46 -20 due to sniping

Dire Wolf 1 Fortitude save: 1d20 + 7 ⇒ (17) + 7 = 24; DC 15 or better, -2 due to Wounded threshold

Reeling from the twin jolts of electrical energy it just received, the large wolf somehow shakes off the effects of the thunderous peal that coincided with the first hit.

It sniffs the air, but the combination of ozone and scorched fur inhibit its ability to scent out foes. Seemingly frustrated, the wolf unleashes a mournful howl.

Dire Wolf 1 sustains 34 points of electrical damage and is at the Wounded threshold. It takes a -2 penalty on its attack rolls, saving throws, skill checks, and ability checks, as well as AC and caster level.

Next up is Liesel-Marie...


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie roars again and attacks, opting for a single devastating strike over multiple swings, but she keeps her head, paying attention to her defense despite the rage coursing through her.

Vital strike while fighting defensively (AC 22) and she will move back fifteen feet to force him to come to her in hopes that he will lose his second attack to the movement (AC 26 vs potential AoO)

Attacking defensively with power attack and vital strike: 1d20 + 15 + 2 - 3 - 4 ⇒ (4) + 15 + 2 - 3 - 4 = 14 (Bloodrage, Power Attack, Defensive)

Slashing Damage: 1d12 + 9 + 3 + 9 + 14 ⇒ (1) + 9 + 3 + 9 + 14 = 36 (Bloodrage, Power Attack, Vital Strike) plus Fire Damage: 3d6 ⇒ (2, 6, 1) = 9 (Searing Flesh)

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

Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Degenerate Gorb Ogres: 1d20 - 1 ⇒ (8) - 1 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Clint Black - A Good Run of Bad Luck

Round 3
Liesel-Marie

Liesel-Marie Frostvale wrote:

Liesel-Marie roars again and attacks, opting for a single devastating strike over multiple swings, but she keeps her head, paying attention to her defense despite the rage coursing through her.

Vital strike while fighting defensively (AC 22) and she will move back fifteen feet to force him to come to her in hopes that he will lose his second attack to the movement (AC 26 vs potential AoO)

Attacking defensively with power attack and vital strike: 1d20 + 15 + 2 - 3 - 4 ⇒ (4) + 15 + 2 - 3 - 4 = 14 (Bloodrage, Power Attack, Defensive)

Slashing Damage: 1d12 + 9 + 3 + 9 + 14 ⇒ (1) + 9 + 3 + 9 + 14 = 36 (Bloodrage, Power Attack, Vital Strike) Fire Damage: 3d6 ⇒ (2, 6, 1) = 9 (Searing Flesh)

Liesel-Marie leverages her considerable might and brings the bearded axe down, the air in its wake shimmering due to the enormous wave of heat.

The deranged child of Gutterunch Gorb does not waver in the slightest and stands its ground, only moving in the last moment to avoid her swing.

A tilt of the ogre's head brings a sadistic smile to its face as it snarls, Ildettin ubuden. Ildettin uven! Translation for those who speak Giantish: Fire runt intruder. Fire runt enemy!

The Erutaki brings IcingFlame's head from the small crater formed by the weapon's impact into the ground and begins to back away. However, before she can do so, the ogre's milky white eyes narrow and it quickly lunges toward her, moving with a speed that belies its bulk.

Degenerate Gorb ogre slam AoO: 1d20 + 10 ⇒ (16) + 10 = 26
slam damage: 1d6 + 8 ⇒ (4) + 8 = 12

Despite the burns it receives for doing so, the Gorb ogre delivers a punch to Liesel-Marie's torso that sends her sliding away from the grossly bulging creature until she brings the butt of the axe down to stop the unwanted momentum.

Liesel-Marie sustains 11 points of damage, for a total of 19. With 61 hit points remaining, she is (barely) at the Healthy threshold, and takes no penalty on her attack rolls, saving throws, skill checks, and ability checks, nor to her AC and caster level.

The ogre sustains 9 points of fire damage due to Liesel-Marie's searing flesh elemental defense ability, and is at the Wounded threshold. It takes a -2 penalty on its attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is Colt.


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Male Human Gunslinger 5/Grand Marshall 4

The sounds of battle rage on, but Colt decides to take advantage of the few seconds of breathing room to attend to his weapons. His deft fingers pluck the jammed cartridge from the cylinder of Jury with an almost supernatural speed. Then he quickly grabs a loader ring from his bandolier and slams it into the empty Judge.

spends 1 grit to quick-clear and reloads his other pistol. Two move-equivalent actions that keep him out of the fight this round.

All good now, son. he says to Meir.
how bout you and I get in on the hootnanny?

edited to change his legal judgement to fast healing 1 as a swift action. Giant cleavers hurt.

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