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]


1,951 to 2,000 of 2,301 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>
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: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 3
Colt

Marshall Colt Winchester wrote:

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.

Next up are...

Dire Wolves
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.

Within the stables, the eyes of Mardut open and he reaches for a massive axe. The orc's lips have been noticeably removed, giving him a bloody, haunting grin, and hooks and piercings contort his face into revolting expressions. He is dressed in skintight hides crudely colored black.

Rise childer!

At different areas within the structure, hands erupt from the ground as, one by one, other orcs answer Mardut's telepathic call...

Meanwhile, the other two wolves maintaining their focus on Tsadok, move with a steady gait towards the dhampir.

Dire Wolf 2 bite attack: 1d20 + 7 ⇒ (17) + 7 = 24
Bite damage: 1d8 + 6 ⇒ (1) + 6 = 7
Dire Wolf 3 bite attack: 1d20 + 7 ⇒ (12) + 7 = 19
Bite damage: 1d8 + 6 ⇒ (4) + 6 = 10

The pair snap at Tsadok, their maws dripping hungrily at the thought of tasting fresh flesh.

Overhead, the sky begins to darken.

Next up is...

Meir
The young man looks up, the sight reminding him of his former home back in Canterwall.

He looks back to Colt and says, If by hootnanny, you mean fight, then by all means, let's do so.

And with that, Meir begins to make his way toward the action.

End of post one. Post two will begin with Rocnork...

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: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 3
Rocnork
The dark-blue scaled wyvaran lowers himself to the ground, eyes firmly fixed on the Gorb ogre before him. The suddenly darkened sky has Rocnork unnerved a bit, but he tries not to let it show. Instead, he steps forward, his hands dropping to the pair of three-foot long wooden batons tucked in his belt.

Like his brother facing Liesel-Marie, the ogre tilts his head, then launches a meaty fist at Rocnork.

Degenerate Gorb ogre 2 slam AoO: 1d20 + 10 ⇒ (1) + 10 = 11
slam damage: 1d6 + 8 ⇒ (2) + 8 = 10

The whirling sand around the wyvaran gathers into one spot before him, absorbing most of the force from the ogre's fist, causing it to deform from the impact before dispersing back around the wyvaran.

Undaunted, Rocnork lashes out at the now vulnerable limb.

Rocnork fighting stick attack 1: 1d20 + 6 ⇒ (15) + 6 = 21
fighting stick damage: 1d6 + 2 ⇒ (3) + 2 = 5
Rocnork fighting stick attack 2: 1d20 + 1 ⇒ (1) + 1 = 2
fighting stick damage: 1d6 + 1 ⇒ (6) + 1 = 7

The confused ogre barely registers the first of Rocnork's batons, but he quickly withdraws his arm to avoid the second strike.

The Gorb ogre sustains 4 points of damage, for a total of 5, and is Healthy. This applies no special modifiers.

Next up are...
Degenerate Gorb Ogres
Smiling despite the pain it feels from the self-inflicted burns on its hands, the ogre facing Liesel-Marie surges toward her with the intent to smash the Erutaki to bits.
Full-Round Action: charge

Degenerate Gorb ogre 3 slam attack: 1d20 + 10 ⇒ (13) + 10 = 23; +2 to hit due to charge, -2 due to Wounded threshold
slam damage: 1d6 + 8 ⇒ (5) + 8 = 13
pummel damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13

Just before the ogre reaches her, it slides in and lands a satisfying hit to Liesel-Marie, the force of which threatens to send her skidding away once again. However, the maniacal creature prevents that from happening, instead gleefully grabbing the Erutaki and dashing her on the ground like a rag doll.

Pummel (Ex) wrote:
If a degenerate ogre succeeds on both slam attacks against a single foe it may immediately pummel the target into oblivion, dashing him on the ground like a rag doll or savaging him with fists and a headbutt.

Liesel-Marie's boots of swift fury does not provide the +4 dodge bonus to her AC for this attack. And, since it connected with two slam attacks on her this round, the ogre gets to pummel her.

Liesel-Marie sustains 24 points of damage, for a total of 43. With 37 hit points remaining, she is at the Wounded threshold, and takes a -2 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 another 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.

Annoyed by the strange opponent before him, the ogre unleashes its anger upon Rocnork.

Degenerate Gorb ogre 2 slam attack 1: 1d20 + 10 ⇒ (15) + 10 = 25
slam damage: 1d6 + 8 ⇒ (1) + 8 = 9
Degenerate Gorb ogre 2 slam attack 2: 1d20 + 10 ⇒ (13) + 10 = 23
slam damage: 1d6 + 8 ⇒ (3) + 8 = 11
pummel damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13

As its nearby kin had done with Liesel-Marie, the Gorb ogre delivers a pair of devastating blows to the wyvaran, then grips him and starts bashing Rocnork upon the ground.

Rocnork Fortitude save: 1d20 + 13 ⇒ (13) + 13 = 26; DC 20 or better to succeed

Rocnork stoically takes the brutal beating, waiting until the beast feels its had enough and releases the hold it has on him. When it does, the wyvaran gets back to his feet seemingly unfazed by what had happened. This surprises the ogre, unable to comprehend how this ettin, this runt, had survived the bashing delivered by it.

The answer to that mystery is an obvious one, yet the dim-witted creature is unable to see it. For if it could, it would've noticed that in addition to the whirling sand about Rocnork's body, the wyvaran also possesses a layer of the gritty substance coating his body like a suit of armor that only now cracks from the ogre's efforts.

Rocnork sustains 12 points of damage (33 - 21 due to DR from his flesh of stone defense talent). With 79 hp remaining, he is at the Healthy threshold, and takes no penalty on his attack rolls, saving throws, skill checks, and ability checks, nor to his AC and caster level.

Next up is...
Charlotte
The door to the bottom of the tower flies open as the young human girl bursts through it. In little time, Charlotte reaches the door leading into the inner ward and throws it open.

The heat from Liesel-Marie causes her to recoil, but only for a moment. She snarls, a look of determination on her face. Then her body begins to shake as Charlotte's whole face is covered with jet-black whiskers. Her ears are pointed, like inverted fangs, and her hands are also strangely hirsute. The young girl's legs become digitigrade as her feet are now akin to those of an animal.

But most frightening of all, the transformation she undergoes disfigures her stomach as well, with a grisly canine mouth emerging from it. An eerie double howl is let loose as glittering claws extend from Charlotte's fingers.

Standard Action: Lycanthropic Wild Shape into hybrid form

Next up is...
Kyt
Kyt forgoes caution at the sound of the howl, picking up her pace even as she unsheathes Forebearance's Favor from her scabbard, concern for the young girl written on her face. She comes through the door in time to witness the last of Charlotte's metamorphosis. The elven monk is shaken by what she sees. The seemingly defenseless little girl that she had taken charge of is now in this bestial state.

Now she understands why the orcs put her in the fighting pit for their entertainment.

What do you intend to do?

Find my brother, says Charlotte matter-of-factly, her voice distorted by the change she's undergone. And rip apart anyone that gets in my way.

The hardness present in the girl's blue eyes saddens Kyt, but she puts aside that emotion.

Then I will assist you with this endeavor. The elf approaches the doorway where Charlotte is standing. Now, lets go find him together.

This ends post two. Next up is Tsadok...


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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

GM:
I question whether the two attacks just need to occur in the same round or if they need to be part of a full attack. They are mechanically like a rend attack and it’s hard to picture that he had a hold of her from the first strike when she had intentionally moved out of reach to force a single attack for this round, which is where he got the second strike. As always, I defer to your decision and don’t ask you to change this ruling.

Fortitude DC 20: 1d20 + 15 ⇒ (3) + 15 = 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
Liesel-Marie Frostvale wrote:
Fortitude DC 20: 1d20 + 15 ⇒ (3) + 15 = 18

You're probably wondering why I've stricken Liesel-Marie's Fortitude check.... right?

Well, it seems that my bookkeeping hasn't been exactly on point recently.

Something has been nagging me about Liesel-Marie's Armor Class, and it seems with good reason:

Her Armor Class should actually be 2 points higher, due to having taken the mithral agile breastplate from one of the chests in Kelseph's tent and changing her armor attunement from the mithral chain shirt (she is allowed to do that once per day).

Taking that into account, this is what her AC should be currently:

AC 23, touch 14, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 natural); +4 deflection to AC when raging vs Attacks of Opportunity triggered by moving through a threatened square or casting a spell
enraged AC 21, touch 12, flat-footed 17 (+8 armor, +2 deflection, +2 Dex, +1 natural, -2 bloodrage)
fatigued AC 22, touch 13, flat-footed 19 (+8 armor, +2 deflection, +1 Dex, +1 natural)
fighting defensively with blocking greataxe +3 dodge bonus to AC* and +1 shield bonus to AC
* If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.

Taking that into account, she wouldn't have gotten hit by the AoO (it would've been short of doing so by 1 point) this round. This also means that Liesel-Marie wouldn't have been hit on the charge, and that she wouldn't have taken the pummel damage resulting from it, nor have needed to make a Fortitude check to avoid being dazed.

So, Liesel-Marie isn't as injured as she currently seems to be. She should have exactly 72 hit points remaining (37 + 35 hit points not lost), putting her at the Healthy threshold, with no penalty on her attack rolls, saving throws, skill checks, and ability checks, AC and caster level.

Unfortunately, this also means that the ogre didn't sustain 18 points of fire damage from Liesel-Marie's searing flesh elemental defense ability this round, since it technically didn't hit her with its attacks.

My apologies for not noticing this sooner. Update her character sheet and notes accordingly. I've just been making all kinds of errors lately. <SMH>


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

Tsadok twists and turns as if dancing with the dire wolves, as he comes to stop he is in his Riven Hourglass stance.

Riven Hourglass: +4 dodge and Init

Tsadok grasps Sable Moon with both hands and draws the blade up close to his mouth. It looks as if he is blowing on the blade and the blade responds in turn. Sable Moon seems to darken but you would not think obsidian could get any darker.

Thirsting Axe Strike: Dmg caused is Temp Hit points to Tsadok

Tsadok's eyes looks up to rest on the Dire wolf (2) that came the closest to biting him and unleashes a lighting fast slash on to the left side of the wolves body.

Sable Moon first ATT: 1d20 + 24 ⇒ (1) + 24 = 25
Sable Moon first Dmg: 1d8 + 5 ⇒ (1) + 5 = 6
Oh my F'ing gosh

As he watches his first strike miss he allows the blade's motion continue around to where his next strike is a downward over head strike.

Sable Moon overhead ATT: 1d20 + 19 ⇒ (19) + 19 = 38
Sable Moon overhead Dmg: 1d8 + 5 ⇒ (4) + 5 = 9 +8crit dmg, total 17
SM Crit Confirm: 1d20 + 19 ⇒ (16) + 19 = 35

The second attack strike true and swift into the wolf head almost driving it's head into the ground. Tsadok withdraws Sable Moon back to the ready position.


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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12
DM Blayde MacRonan wrote:
My apologies for not noticing this sooner. Update her character sheet and notes accordingly. I've just been making all kinds of errors lately. <SMH>

Apparently you and me both. I have attempted to work over her character sheet. I'm not confident of my attack array for the warhammer that I picked up, but I think I have the rest of the numbers now.

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
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
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
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Cookie: 1d20 - 1 ⇒ (1) - 1 = 0
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 3
Tsadok

The dhampir twists and turns as if dancing with the wolves, then comes to a stop in his Riven Hourglass stance.

Tsadok grasps Sable Moon with both hands, drawing the blade up close to his mouth and looking as if he is blowing on the blade. The sword responds in turn, Sable Moon seeming to darken in a way one would not think obsidian could.

Tsadok Whisperfall wrote:
Thirsting Axe Strike: Dmg caused is Temp Hit points to Tsadok

His eyes then look up to rest on the canid that came the closest to biting him and unleashes a lighting fast slash on to the left side of the wolf's body.

Tsadok Whisperfall wrote:

Sable Moon first ATT: 1d20 + 24 ⇒ (1) + 24 = 25

Sable Moon first Dmg: 1d8 + 5 ⇒ (1) + 5 = 6

As he watches his first strike miss, Tsadok allows the blade's motion continue around to where his next strike is a downward over head strike.

Tsadok Whisperfall wrote:

Sable Moon overhead ATT: 1d20 + 19 ⇒ (19) + 19 = 38

Sable Moon overhead Dmg: 1d8 + 5 ⇒ (4) + 5 = 9; +8 crit dmg, total 17
SM Crit Confirm: 1d20 + 19 ⇒ (16) + 19 = 35

Tsadok's second strike with Sable Moon is true and swift, biting into the second wolf's head, almost driving it into the ground. The dhampir withdraws his weapon, retutning it back to the ready position.

The second dire wolf sustains 17 points of damage, and is at the Healthy threshold. It takes no penalty on its attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Due to his Riven Hourglass stance, Tsadok's receives a +4 dodge bonus to AC and a +4 bonus to initiative. In addition, he also receives 17 temporary hit poins from successfuly using Thirsting Axe Strike.

Next up is...

Groveck
The phantom shifts its position even as it raises both of its ectoplasmic pistols, moving so as to get a complete view of the ogre facing off against Rocnork. Another chorus of childlike giggling manifests once again as a vivid cone of clashing colors springs forth to wash over the brute. However, much to Groveck's dismay, chaotic visual display seems to have no effect upon the ogre.

Like a toddler that doesn't get its way, Groveck glowers at the creature from beneath the wide brimmed hat it is wearing.

Meir's phantom used its colorful burst ability against degenerate Gorb ogre number 2, which functions like the spell color spray. Unknown to it, however, the ogre is doubly immune (due to it being both sightless and utterly psychotic).

Round 3 has now come to an end. Round 4 will begin with Nyym's next post.


1 person marked this as a favorite.
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 sizes up the current odds.. one injured Dire Wolf close by and 2 still on Tsodoc..

Nyym opts to finish off the injured wolf first..

With a flick of his Wrist..

kinetic Kuni 1 ranges: 1d20 + 13 ⇒ (7) + 13 = 20

damage: 3d4 + 2d6 ⇒ (2, 3, 1) + (2, 1) = 9

Spinning to bring his left arm into an overhanded throw,

kinetic Kuni 2[/dice: 1d20 + 8 ⇒ (9) + 8 = 17

damage: 3d4 + 2d6 ⇒ (1, 2, 2) + (3, 4) = 12

Nyym immediately disappears again before moving 5 foot closer in a left diagonal direction.

stealth: 1d20 + 16 + 10 ⇒ (12) + 16 + 10 = 38

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
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
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 4
Nyym

Nyym wrote:

Nyym sizes up the current odds.. one injured Dire Wolf close by and 2 still on Tsodoc..

Nyym opts to finish off the injured wolf first..

With a flick of his Wrist..

kinetic Kuni 1 ranged: 1d20 + 13 ⇒ (7) + 13 = 20

damage: 3d4 + 2d6 ⇒ (2, 3, 1) + (2, 1) = 9

Spinning to bring his left arm into an overhanded throw,

kinetic Kuni 2 ranged: 1d20 + 8 ⇒ (9) + 8 = 17

damage: 3d4 + 2d6 ⇒ (1, 2, 2) + (3, 4) = 12

Nyym immediately disappears again before moving 5 foot closer in a left diagonal direction.

stealth: 1d20 + 16 + 10 ⇒ (12) + 16 + 10 = 38; -20 due to sniping

As the first of the half-drow's electrical blasts collides into the wolf, the air is further permeated with the scent of charred flesh and fur. The canid stands on shaky legs, unable to avoid the second of Nyym's attacks. For a brief moment, its skeleton can be seen before the animal drops to the ground.

But then something unusual happens.

The wolf's smoking form becomes a crackling bolt of energy that darts back into the dilapidated stable, then resumes its actual shape at the feet of Mardut.

The orc looks down at the beaten and charred beast, anger seething within him.

Find the one who did this, comes the telepathic call of Mardut.

And at the orc's command, the childer begin to surge forth from the stable.

Next up is...

Mardut Spawn
One by one they came out of the ramshackle structure, once orcs of the Twisted Heart, now the childer of Mardut. Their appearance seems more hardened and predatory than they had previously before accepting the gift of the master.

Eager to please Mardut, the four orcs scan the area around the building, desperate to find the one foolish enough to have injured their master's arumwon, his beast-brother.

Move Action: Perception check to search location
Standard Action: Aid another to boost Perception check

Mardut Spawn Perception check: 1d20 + 1 ⇒ (18) + 1 = 19; +6 due to aid another
Mardut Spawn Aid Another check: 1d20 + 1 ⇒ (13) + 1 = 14; DC 10 or better to succeed
Mardut Spawn Aid Another check: 1d20 + 1 ⇒ (9) + 1 = 10; DC 10 or better to succeed
Mardut Spawn Aid Another check: 1d20 + 1 ⇒ (14) + 1 = 15; DC 10 or better to succeed

The red eyes of the childer seem to leave trails in the air as they dart back and forth in their search. Through their combined efforts, it isn't long before the former orcs of the Twisted Heart manage to locate the culprit.

And in response, more childer emerge from the building's openings to gather around the original quartet, with some scurrying along the walls and overhang as though they were spiders. One by one they turn their attention towards the formerly unseen half-drow, taking up a chant as they do so:

Dukhal! Translation for those that understand Orcspeech: Bastard!

Much to Nyym's chagrin, once it has seem that they had all come out, there appears to be more than a dozen of the creatures.

Next up is Liesel-Marie...


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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Despite the haze of violence and rage coloring her vision, Liesel-Marie recognizes the danger of flailing about. Her strikes must count. While they continue to be delivered with considerable force, they become more deliberate and she continues to watch her defenses, occasionally using the heavy axe to intercept the degenerate's attacks where possible.

Vital strike while fighting defensively (AC 25 after our corrections) and no longer using power attack. She will stand her ground - can't retreat forever. Let's see what the dice do to her this time...

Attacking defensively vital strike: 1d20 + 15 + 2 - 4 ⇒ (12) + 15 + 2 - 4 = 25 (Bloodrage, Defensive)

Slashing Damage: 1d12 + 9 + 3 + 14 ⇒ (5) + 9 + 3 + 14 = 31 (Bloodrage, Vital Strike) plus Fire Damage: 3d6 ⇒ (4, 2, 6) = 12 (Searing Flesh)

Better... if that drops him, she may have a move action. If he survives, she won't move.

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
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
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme 1: Clint Black - A Good Run of Bad Luck

Liesel-Marie

Liesel-Marie Frostvale wrote:

Despite the haze of violence and rage coloring her vision, Liesel-Marie recognizes the danger of flailing about. Her strikes must count. While they continue to be delivered with considerable force, they become more deliberate and she continues to watch her defenses, occasionally using the heavy axe to intercept the degenerate's attacks where possible.

Vital strike while fighting defensively (AC 25 after our corrections) and no longer using power attack. She will stand her ground - can't retreat forever. Let's see what the dice do to her this time...

Attacking defensively vital strike: 1d20 + 15 + 2 - 4 ⇒ (12) + 15 + 2 - 4 = 25 (Bloodrage, Defensive)

Slashing Damage: 1d12 + 9 + 3 + 14 ⇒ (5) + 9 + 3 + 14 = 31 (Bloodrage, Vital Strike) plus Fire Damage: 3d6 ⇒ (4, 2, 6) = 12 (Searing Flesh)

Tired of falling back from the deranged Gorb ogre before her, the Erutaki warrior quickly and deliberately swings as it recovers from the failed charge against her to deliver a devastating slash across the abdomen. The heated metal of IcingFlame, aided by Liesel-Marie's blood-fueled rage, easily tears through flesh, organs, and bone to bifurcate the creature.

The ogre's trunk crashes to the ground with a twisted sneer on its face at her feet, with the legs following a moment later.

Degenerate Gorb ogre 3 sustains 43 points of damage and is dead.

Liesel-Marie Frostvale wrote:
Better... if that drops him, she may have a move action. If he survives, she won't move.

She does indeed have a move action left to 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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie leaps over the ogre as it falls, running up to aid Rocnork.

All she can do is set up a flank. If she is still considered to be fighting defensively while she moves, her AC is 29 vs. an AoO as she moves into the ogre's reach. Once she's there, it is AC 25.

Does the wyrmsbreath shield have to be readied to gain charges from fire? Or is it gaining charges from being in her fiery aura? Inquiring minds and all that...

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:

Liesel-Marie leaps over the ogre as it falls, running up to aid Rocnork.

All she can do is set up a flank. If she is still considered to be fighting defensively while she moves, her AC is 29 vs. an AoO as she moves into the ogre's reach. Once she's there, it is AC 25.

She is still considered to be fighting defensively.

Liesel-Marie Frostvale wrote:
Does the wyrmsbreath shield have to be readied to gain charges from fire? Or is it gaining charges from being in her fiery aura? Inquiring minds and all that...

It is indeed gaining charges from her searing flesh defense wild talent.

Next up is Colt...


1 person marked this as a favorite.
Male Human Gunslinger 5/Grand Marshall 4

think Colt may be out of line of sight of the current action. His portion of the map isn’t showing, but I remember the chapel was just off-camera to the left.

Colt hears the battle raging around the corner and heads over to get a good vantage point, scooping up his Highwall as he does so.

move action to pick up Executioner, (and shove it into the back holster since he’s already bent down and can do it in one motion) and then up to 30 feet to the east/south, (can’t really count the squares as I can’t see my starting location) to get into a firing position. He should also heal 1 point from his active Judgement.

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

The map has been adjusted to take into account all movement and actions thus far in the round. If Colt wishes to take a shot at the ogre (with whom he does have line of sight), then he can do so with his pistols. Quick Draw is a free action, and Colt would be able to fire off a shot from each of them.


1 person marked this as a favorite.
Male Human Gunslinger 5/Grand Marshall 4

Don’t threaten me with a good time.

Colt sees two monsters fighting each other, but when he sees the Erutaki fighting the ogres, he figures that the dragon creature must be one of the good guys. Besides, after seeing what the woman could do, he wanted to be on whatever side she was on. Wow.

2 shots at +12 because of deadly aim and a -4 for firing into melee.

judge: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 12 ⇒ (4) + 12 = 16
jury: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 12 ⇒ (8) + 12 = 20

The report of the gunshots made the Marshal smile.
got something sweet for ya, ya ugly cuss

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
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
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme 1: Clint Black - A Good Run of Bad Luck

Colt

Marshall Colt Winchester wrote:

think Colt may be out of line of sight of the current action. His portion of the map isn’t showing, but I remember the chapel was just off-camera to the left.

Colt hears the battle raging around the corner and heads over to get a good vantage point, scooping up his Highwall as he does so.

move action to pick up Executioner, (and shove it into the back holster since he’s already bent down and can do it in one motion) and then up to 30 feet to the east/south, (can’t really count the squares as I can’t see my starting location) to get into a firing position. He should also heal 1 point from his active Judgement.

Marshall Colt Winchester wrote:
Don’t threaten me with a good time.

*whistles innocently* ;)

Marshall Colt Winchester wrote:

Colt sees two monsters fighting each other, but when he sees the Erutaki fighting the ogres, he figures that the dragon creature must be one of the good guys. Besides, after seeing what the woman could do, he wanted to be on whatever side she was on. Wow.

2 shots at +11 because of deadly aim, Grazed threshold, and a -4 for firing into melee.

judge: 1d20 + 12 ⇒ (19) + 11 = 30 1d8 + 12 ⇒ (4) + 12 = 16
jury: 1d20 + 12 ⇒ (19) + 11 = 30 1d8 + 12 ⇒ (8) + 12 = 20

The report of the gunshots made the Marshal smile.
got something sweet for ya, ya ugly cuss

Both Rocnork and Liesel-Marie can hear something impact into the remaining ogre moments before the distinctive sound that caught their attention before ring out.

Despite the injury received from Cookie, such is the precision of the gunmarshal's attacks that from their respective postions, the Erutaki and the wyvaran can see but a single hole cored through the ogre's torso before it topples heavily to the ground.

Degenerate Gorb ogre 2 sustains 36 points of damage and is dead.

Colt recovers 1 point of damage, placing his total hit points at 42. This puts him at the Grazed threshold, taking a -1 penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is Tsadok...


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

Tsadok's eyes shift between the two dire wolves, one is growling with hunger and the other's growl shakes a little. It felt it's life force pulled from it. Then he strikes out at the first dire wolf, with a slashing strike from Sable Moon in his left hand.

Left-Handed Slash: 1d20 + 20 ⇒ (14) + 20 = 34
Dmg: 1d8 + 5 ⇒ (6) + 5 = 11

He feels Sable Moon bit into the flesh of the beast and move along it's side to come free. He brings Sable Moon back around, where he grasps the hilt with both hands to bring the obsidian blade once again onto the head of the second wolf.

Downward strike: 1d20 + 15 ⇒ (10) + 15 = 25
Dmg: 1d8 + 5 ⇒ (3) + 5 = 8

Tsadok bring Sable Moon back up to the ready position and shifts back and forth to keep the wolves to his front.

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
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
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Tsadok

Tsadok Whisperfall wrote:

Tsadok's eyes shift between the two dire wolves, one is growling with hunger and the other's growl shakes a little. It felt it's life force pulled from it. Then he strikes out at the first dire wolf, with a slashing strike from Sable Moon in his left hand.

Left-Handed Slash: 1d20 + 20 ⇒ (14) + 20 = 34
Dmg: 1d8 + 5 ⇒ (6) + 5 = 11

The first dire wolf sustains 11 points of damage, and is at the Healthy threshold. It takes no penalty on its attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Tsadok Whisperfall wrote:

He feels Sable Moon bit into the flesh of the beast and move along it's side to come free. He brings Sable Moon back around, where he grasps the hilt with both hands to bring the obsidian blade once again onto the head of the second wolf.

Downward strike: 1d20 + 15 ⇒ (10) + 15 = 25
Dmg: 1d8 + 5 ⇒ (3) + 5 = 8

Tsadok bring Sable Moon back up to the ready position and shifts back and forth to keep the wolves to his front.

Before the dhampir returns again to the ready, one of the wolves lets loose a mournful whimper before dropping to the ground. The movement of its chest is the only indication that it still clings to life.

The second dire wolf sustains 8 points of damage, for a total of 25, 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. In addition, it also falls unconscious (due to its nonlethal damage exceeding its current hit point total). While unconscious, it is helpless. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

Next up is...

Dire Wolves
The only canid still standing initiates a growl-bark at Tsadok before snapping viciously.

Dire Wolf 3 bite attack: 1d20 + 7 ⇒ (20) + 7 = 27; trip attempt unsuccessful
critical confirmation: 1d20 + 7 ⇒ (19) + 7 = 26; critical confirmation unsuccessful
Bite damage: 1d8 + 6 ⇒ (5) + 6 = 11

Its fangs sink into the dhampir's calf, and the wolf braces while trying to pull its prey down to the ground. Tsadok kicks with his free leg, causing the wolf to release its hold and back off.

Tsadok sustains 11 points of damage, bringing his temporary hit points down to 6, which leaves the dhampir with 45 hit points and at the Grazed threshold. He takes a -1 penalty on his attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Next up is...

Meir
The wild-haired young man stares as he walks forward, first at Rocnork then at Liesel-Marie, confusion evident in his face.

I know you... don't I?

Rocnork
The wyvaran glances over at the Erutaki, not sure what should be done.

Charlotte
Charlotte Perception check: 1d20 + 15 ⇒ (3) + 15 = 18; DC 10 or better to succeed in finding her brother

The young wolf-girl lopes across the inner ward, stopping only occasionlly to sniff about. The stench of scorched flesh pervades the air, but Charlotte will not let it deter her from reuniting with her brother.

It isn't long before she draws near to where the demon and the axe-lady are standing. As before, the heat from Liesel-Marie's body causes her to momentarily recoil.

And then she sees him, approaching the two friends of the elf-lady.

Meir!? ...brother?

Kyt
Kyt follows Charlotte easily enough, concern for the young girl still written on her face, stopping whenever she does.

Kyt Perception check: 1d20 + 15 ⇒ (4) + 15 = 19; DC 10 or better to succeed in noticing the vampire spawn gathering in the outer bailey

However, as they are about to pass the now open portcullis, the elven warrior monk catches movement on the outside of the inner ward. She pauses to get a better look.

Orcs are massing in the yard beyond the gate. She couldn't get an exact grasp of their numbers, but Kyt concluded that there has to be at least a dozen of them. Maybe more than that.

They can be heard chanting and their attention seems to directed at the very least toward something in the bailey.

Kyt hears Charlotte call out to her brother, and, in doing so, turns her attention back to the young wolf-girl. This causes the elf to miss an even greater threat than the squad of orcs step onto the field.

Groveck
Sensing Meir's confusion through the bond that they share, the phantom fades from view, retreating to the recesses of the young man's mind.

This both ends the first part of this post as well as Round 4. The next part of this post will kick off Round 5, starting with Mardut.

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Mardut
A bright bolt of crackling energy streaks out of the stable to crash before the half-drow, scorching the ground beneath it. After Nyym's eyes adjust to compensate for the sudden flash of light, he sees a powerfully built orc dressed in crudely colored black skintight hides carrying an immense battleaxe. His lips have been noticeably removed, giving him a bloody, haunting grin, and hooks and piercings contort his face into revolting expressions. Standing unsteadily beside him is the wolf with dull black fur, only now an evil, almost intelligent light can be seen shining in its deep red eyes.

You must be the one who hurt my beast-brother. The orc's words are simple and straight to the point. He shoulders the axe carried by it with one hand, then lashes out with the other.

Mardut slam attack: 1d20 + 16 ⇒ (18) + 16 = 34
slam damage: 1d4 + 5 ⇒ (4) + 5 = 9 plus 1 point of bleed damage and 1 negative level
electricity damage: 2d6 ⇒ (1, 6) = 7

The speed with which Mardut moves leaves Nyym unable to properly react, allowing the sinister looking being to catch him with a backhanded slap across the half-drow's left cheek that leaves a burnt yet bloody imprint.

After licking the ichor staining his fingers, the orc states simply, I am Mardut.

Nyym sustains 16 points of damage: 9 from the slam attack and 7 from the electricity damage. He is at the Grazed threshold, and takes a -1 penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

In addition, he is also suffering from bleed damage, which Nyym receives at the start of his turn. He will continue to lose 1 hit point at the beginning of his turn until the bleeding is be stopped, either by a DC 15 Survival check or through the application of any spell that cures hit point damage.

Finally, Nyym suffers a –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks as well as having his current and total hit points by 5 due to receiving a negative level (current hit points are now 45, total hit points is 62). He is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. If Nyym's negative levels equal or exceed his total Hit Dice, he dies.

So, in summation, Nyym is both Grazed and energy drained. He currently has 45 hit points and a max total of 62 hit points. He suffers a -2 penalty on his attack rolls, saving throws, skill checks, and ability checks as well as a -1 penalty on AC, caster level, combat maneuver checks, and Combat Maneuver Defense. He is also suffering from bleed damage, which will lower his current hit point total to 44 at the start of his turn.

Next up is Nyym....


1 person marked this as a favorite.
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 s eyes nearly cross as he reals from the hit..But Nyym quickly recovered rotating in the direction the hit turned him. As he spun, Nyym immediately went into excape mode. Slipping a smoke pellet out as he spun.,. He casts darkness on the pellet using his conceal spell ability. Coming out of the spin, the pellet continues from Nyyms hand to land at his attackers feet. Using the cover of darkness and the smoke, Nyym slips through the portcullis opening to find himself behind the wall and close to Kyyt, Charlotte, and Liesel-Marie. As soon as he sees them, he couldn't help himself..

Hope you ladies don't mind, but I'm bringing the party to you..

Then Nyym vanishes..

stealth: 1d20 + 16 + 20 ⇒ (15) + 16 + 20 = 51

As he disappears, a single thought went through his mind.

Son of a goblin that hurt..

No doubt in Nyyms mind. That was a fight he couldn't win on his own..

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 5

Nyym

Nyym wrote:
Nyym's eyes nearly cross as he reels from the hit, but he quickly recovered, rotating in the direction of the hit that turned him. As he spins, Nyym immediately went into escape mode, first slipping out a smoke pellet then casting darkness onto it. Coming out of the spin, the pellet continues from Nyym's hand to land at his attackers feet.

Mardut Perception check to notice casting: 1d20 + 22 ⇒ (3) + 22 = 25; DC 27 or better to succeed

The vampire, still revelling in the thrill of having stolen some of the half-drow's vitality, is caught unawares by sudden darkness enveloping him. His keen orcish vision adapts to that with no problem, only to run into a different obstacle in the form of smoke particles billowing from the shattered pieces of the broken pellet at his feet that completely obscures his sight.

Nyym wrote:

Using both the cover of darkness and the smoke, Nyym slips through the portcullis opening to find himself behind the wall and close to Kyt, Charlotte, and Liesel-Marie. As soon as he sees them, he couldn't help himself.

Hope you ladies don't mind, but I'm bringing the party to you.

Then Nyym vanishes.

stealth: 1d20 + 16 + 20 ⇒ (15) + 16 + 20 = 51; -2 due to energy drain and Grazed threshold

As he disappears, a single thought went through his mind.

Son of a goblin that hurt.

No doubt in Nyym's mind. That was a fight he couldn't win on his own.

Because of the added +20 bonus to the Stealth check, I will go with the idea that Nyym uses a swift action to perform vanishing trick to pull off his disappearing act.

Next up is...

Mardut Spawn
Clever gubuk, Mardut says to himself, referring to the retreating soft-skin, before calling out: Morth al haugh nothok! Bettah al nothokari! Translation: Your heart is not that of an orc. It is that of a goblin!

Taking a quick moment to calm himself, the vampire yells, Find the gubuk! Find him and bring him to me!

The gathered childer of Mardut chant their sire's name as they surge forth, flowing around him like water, as though he were a boulder in a fast moving stream.

Even though they are caught up in a frenzied state, it isn't long before the pack makes their way through the open portcullis and into the inner ward of the fort where they are immediately greeted by the sight of a female elf. Acting in unison, the former orcs of the Twisted Heart attempt to bring her down.

*Dusts off mortarboard and places it on head* Alright, players! The childer of Mardut are in sufficient numbers to be counted as a troop. For the uninitiated, a troop is an organized group of trained soldiers that act as a unit, rather than as individuals. A troop is something of an abstraction, in that the component creatures that make up the troop are mostly irrelevant; only the troop as a whole matters for the purposes of combat. A troop is similar to a swarm, but is normally composed of Small or Medium creatures. A troop is not subject to flanking, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop, though the damage taken until that point does not degrade its ability to attack or resist attack.

In addition, a troop:
* is never staggered or reduced to a dying state by damage.
* cannot be tripped, grappled, or bull rushed, except by area effects that include such effects. A troop can grapple an opponent.
* is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate and multiple target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball or mass hold monster).
* takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed its nonlethal damage.

Like a swarm, a troop doesn’t make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. Unless stated otherwise, a troop’s attacks are non-magical. Damage Reduction sufficient to reduce a troop attack’s damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the troop’s attacks. Some troops also have other special attacks in addition to normal damage. Troops threaten all creatures within their reach or within their area, and attempt attacks of opportunity as normal with their troop attack. Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Will save.

So, with all of that in mind... *removes mortarboard and resumes DM duties*

Mardut Spawn Troop attack damage: 2d6 + 5 ⇒ (3, 6) + 5 = 14
Grapple check: 1d20 + 9 ⇒ (2) + 9 = 11; +6 due to numbers, must beat a 32 CMD

The elf warrior-monk does the best she can to fend off the orcish hands seeking to gain a hold of her. However, despite her efforts, four of the orcs manage to break through her defenses, only to be knocked away as Kyt does a twist of her body with both legs lifted from the ground and swung around, with the elf's torso remaining as horizontal as possible.

As she lands, an exasperated Kyt calls out to the now unseen Nyym: I really don't see how this is a party.

Kyt sustains 14 points of damage from the troop attack, and is Healthy at 62 hit points. She suffers no penalty on her attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is Liesel-Marie...


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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

I don't see Liesel-Marie on the latest map. Is that possibly an older link? Is she currently in melee with another or can she go to aid Kyt?

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 don't see Liesel-Marie on the latest map. Is that possibly an older link? Is she currently in melee with another or can she go to aid Kyt?

Liesel-Marie is indeed on the map. She is south of Colt, Meir and Rocnork, and currently standing near Charlotte, who is about 10-feet away from where Nyym is hiding next to the wall in the inner bailey. Kyt, who is roughly 20-feet away from Liesel-Marie, is nearly completely surrounded by the troop of Mardut spawn. If our Erutaki Warrior Princess™ wishes to render assistance, she is free to do so this 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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Interesting. That's not the map I got when I clicked on the link last time. I still needed to know who I was adjacent to - I didn't recognize Charlotte's token. Anyway,

Liesel-Marie looks at the transformed Charlotte with some concern, but she's much more worried about Kyt's situation. With a thought, she transforms into living flame and appears next to the mob of spawn across from Kyt.

Two squares south of Kyt, please. I believe that's within my 30' range for blade rush. +2 to attack, -2 to AC.

The massive axe IcingFlame is already in motion when the flame remanifests as a raging flaming woman and it cuts through the troop.

Note:
Melee +17 (1d12+26+3d6/+12) (enraged, searing flesh, vital strike)

Attack: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23

Damage: 1d12 + 26 + 3d6 ⇒ (8) + 26 + (6, 5, 4) = 49

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Redlake Fort - Ground Battlemap
Redlake Fort - Upper Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Liesel-Marie

Liesel-Marie Frostvale wrote:

Liesel-Marie looks at the transformed Charlotte with some concern, but she's much more worried about Kyt's situation. With a thought, she transforms into living flame and appears next to the mob of spawn across from Kyt.

Two squares south of Kyt, please. I believe that's within my 30' range for blade rush. +2 to attack, -2 to AC.

The massive axe IcingFlame is already in motion when the flame remanifests as a raging flaming woman and it cuts through the troop.

Attack: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23

Damage: 1d12 + 26 + 3d6 ⇒ (8) + 26 + (6, 5, 4) = 49

So focused are the savage pack members on bringing down Kyt, not a single one of Mardut's childer is aware of Liesel-Marie's blazing arrival until three of them are destroyed by her swing of IcingFlame, their bodies crumbling immediately into clouds of ash.

But the Erutaki is quick to see that even as she eliminates those three from the pack, more are quick to replace those lost to her axe. With those joining screeching in rage as their attention is now focused on Liesel-Marie.

The troop of Mardut's spawn sustains 31 points of damage from Liesel-Marie's blade rush.

Next up is Colt...


1 person marked this as a favorite.
Male Human Gunslinger 5/Grand Marshall 4

Colt sees the ladies being mobbed by the crowd of undead orcs.

damned Gebbites.

if Mama Winchester, Pharasma rest her kindly soul, taught her little boy anything, it was never let a lady get torn apart by undead.

so many of the cursed things. Well, only one way to eat an oliphaunt. One bite at a time.

The marshal’s weapons roar into life with thunder and fire as he peppers the spawn with a volley of bullets.

judge primary: 1d20 + 14 ⇒ (4) + 14 = 181d8 + 12 ⇒ (7) + 12 = 19
jury off-hand: 1d20 + 14 ⇒ (9) + 14 = 231d8 + 12 ⇒ (2) + 12 = 14
judge rapid shot: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 12 ⇒ (1) + 12 = 13
judge iterative attack: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 12 ⇒ (5) + 12 = 17

rapid shot, deadly aim, 2 weapon fighting, and -1 for grazed all included…judgement should bring me back up another to -17 off max hp.

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

A quick note before starting this post. I made an error with Liesel-Marie's damage to the troop. The 31 points of damage taken should actually only be 3 points of damage from her Arcane Strike, and that's due to the Gloves of Arcane Striking that she's wearing. This is because IcingFlame only affects a single opponent, but her Arcane Strike is treated as splash damage thanks to the magical gloves. However, I will let the damage inflicted stand and, going forward, this detail will be taken into account with regard to the troop.

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Groveck: 1d20 + 1 ⇒ (1) + 1 = 2
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Colt

Marshall Colt Winchester wrote:

Colt sees the ladies being mobbed by the crowd of undead orcs.

damned Gebbites.

if Mama Winchester, Pharasma rest her kindly soul, taught her little boy anything, it was never let a lady get torn apart by undead.

so many of the cursed things. Well, only one way to eat an oliphaunt. One bite at a time.

The marshal’s weapons roar into life with thunder and fire as he peppers the spawn with a volley of bullets.

judge primary: 1d20 + 14 ⇒ (4) + 14 = 181d8 + 12 ⇒ (7) + 12 = 19
jury off-hand: 1d20 + 14 ⇒ (9) + 14 = 231d8 + 12 ⇒ (2) + 12 = 14
judge rapid shot: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 12 ⇒ (1) + 12 = 13
judge iterative attack: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 12 ⇒ (5) + 12 = 17

The sound of the gunmarshal's 4714 New Model revolvers being fired is heard by everyone in the inner ward, the volley of rounds he unleashes ripping through the boodle of undead.

However, as the smoke from Colt's barking irons clears, the man from Alkenstar sees that his efforts had little to no effect on the pack of childer.

No "damage" is taken by the troop as whole, though some possess holes where they were hit by the bullets from Colt's revolvers. Hope that doesn't sting too much. ;)

Colt recovers 1 point of damage, placing his total hit points at 43. This puts him at the Grazed threshold, taking a -1 penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is Tsadok...


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

He glances down at his leg and feels the slight trickle of blood touch his skin. Then his raise up to the dire wolf and with two quick movements he strikes out at the beast with two slashes, one to each side of his muzzle.

Slash 1: 1d20 + 20 ⇒ (6) + 20 = 26
Slash 1 dmg: 1d8 + 5 ⇒ (7) + 5 = 12

Slash 2: 1d20 + 15 ⇒ (18) + 15 = 33 Crit
Conf Crit: 1d20 + 15 ⇒ (11) + 15 = 26
Slash 2 dmg: 1d8 + 5 + 8 ⇒ (8) + 5 + 8 = 21

Tsadok watches as the fist slash casts a slight spray of blood but as the second one strikes the side of the wolf's head with such force it crushes the jaw nearly removing it from his head.

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

I put the link in for the last map adjustments made before the Roll20 incident occured. I'm still trying to work out using a different site, so just use this for now to base your actions upon.

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Tsadok

Tsadok Whisperfall wrote:

He glances down at his leg and feels the slight trickle of blood touch his skin. Then his raise up to the dire wolf and with two quick movements he strikes out at the beast with two slashes, one to each side of his muzzle.

Slash 1: 1d20 + 20 ⇒ (6) + 20 = 26
Slash 1 dmg: 1d8 + 5 ⇒ (7) + 5 = 12

Slash 2: 1d20 + 15 ⇒ (18) + 15 = 33 Crit
Conf Crit: 1d20 + 15 ⇒ (11) + 15 = 26
Slash 2 dmg: 1d8 + 5 + 8 ⇒ (8) + 5 + 8 = 21

Tsadok watches as the fist slash casts a slight spray of blood but as the second one strikes the side of the wolf's head with such force it crushes the jaw nearly removing it from his head.

The eyes of the large wolf glaze over mere moments before collapsing in a heap beside its unconscious companion.

The first dire wolf sustains 33 damage and is dead.

Nearby, the oversized wolf beside Mardut opens its maw and lets loose a mournful howl.

Next up is...

Meir
It is indeed, sister. But we can engage in pleasantries later. Right now, we have work to do.

The wild-maned Ustalav nods toward the fighting taking place around Kyt, before heading that way at a brisk pace.

Move Action: heads south 30-feet

Once he is close enough, Meir calls out in a clear voice: All who live must face Her Judgment! An ethereal woman with sharp cheekbones, broad shoulders, and flowing white hair dressed in an elegant dress with a dark hood manifests, towering over and behind him. Her pearl white eyes flash as Meir stretches a hand toward the pack of Mardut's childer. The ghostly image mimics his action, only she is holding an hourglass, the sand within slowly draining to the bottom.

Moments later, the woman fades away as a burst of energy ripples from Meir to wash over the spawn, Kyt and Liesel-Marie.

Standard Action: etheric channel; covers a 30-foot radius centered on Meir

Etheric Channel Damage: 5d6 ⇒ (6, 6, 4, 2, 4) = 22

Screams of agony can be heard from the pack of undead, the etheric pulse causing several to explode into piles of ash where they stand. In stark contrast, Kyt and Liesel-Marie only experience an otherworldly chill as the energy passes over them.

Using etheric channel, Meir inflicts 22 points of damage upon the troop, for of 53.

Next up is...

Rocnork
Eyes wide from Meir's sudden display, the wyvaran takes a moment to glance at the native of Alkenstar before reaching into his belt to replace his batons with a pair of the wooden stakes fashioned by Liesel-Marie. He offers one to Colt, saying: You might fare better with one of these. Or not. Silver works too, if you have it to use.

Whether the gunmarshal takes the offered weapon or not, Rocnork turns his attention back to the pack in an attempt to figure out his next move.

Next up is...

Charlotte
With a vicious snarl, the transformed little girl rushes to aid the elf who rescued her from the fighting pit.

Move Action: moves 10-feet south
Standard Action: shifter claw attack

Charlotte claw attack: 1d20 + 12 ⇒ (14) + 12 = 26; her claws count as magic weapons, and ignore DR/cold iron and DR/silver
claw damage: 1d6 + 2 ⇒ (2) + 2 = 4

A satisfied grunt can heard by Kyt as Charlotte's claws rake across the chest of an undead orc, her effort sending blood spraying as the wounded creature falls back into the throng, only to be replaced another.

Using her shifter claws, Charlotte inflicts 4 points of damage upon the troop, for of 57.

Next up is...

Kyt
Her confidence bolstered by the arrival of allies, the elf warrior-monk is surrounded by a rippling ice blue aura as she prepares to unleashe a barrage of punches and kicks upon the members of the pack.

Move Action: spends 1 ki point to activate ki surge; this boosts her Strength, Dexterity, and Constitution by 2 points
Full-Attack Action: flurry of blows
Swift Action: spends 1 point of ki to gain another unarmed strike as part of her flurry of blows

Kyt Unarmed Strike 1: 1d20 + 12 ⇒ (4) + 12 = 16; unarmed strikes count as magic weapons, and ignore DR/cold iron and DR/silver
Unarmed Strike damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Kyt Unarmed Strike 2: 1d20 + 12 ⇒ (13) + 12 = 25; unarmed strikes count as magic weapons, and ignore DR/cold iron and DR/silver
Unarmed Strike damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11
Kyt Unarmed Strike 3: 1d20 + 12 ⇒ (6) + 12 = 18; unarmed strikes count as magic weapons, and ignore DR/cold iron and DR/silver
Unarmed Strike damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Kyt Unarmed Strike 4: 1d20 + 7 ⇒ (19) + 7 = 26; unarmed strikes count as magic weapons, and ignore DR/cold iron and DR/silver
Unarmed Strike damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

Kyt performs an array of consecutive strikes, all in a continuous motion, starting with a low-ended punch from the left, a low-ended kick from the right that lifts her off the ground briefly which is followed by a spinning back knuckle that transitions into a side thrust kick. Each attack made targets a different childe of Mardut, who in turn, are sent flying away to crash into other pack members.

Of the throng of childer, only four remain to pose any threat to those present.

Using her flurry of blows, Kyt inflicts 45 points of damage upon the troop, for a total of 102. Enough damage has been inflicted to disperse the troop, though four individual members are left to be dealt with.

This ends Round 5. Round 6 begins now, starting with...

Mardut
The powerfully built orc laughs maniacally as both he and his wolf-brother transform once again into a bright bolt of crackling energy that streaks from cloud-filled darkness left by Nyym through the open portcullis, passing through one his childer, Kyt and Charlotte to land with a crash on the other side in their normal forms beside a startled Meir.

Move Action: energy form; does not provoke attack of opportunities when using this ability or regaining form afterward

Energy Form damage: 5d6 ⇒ (4, 2, 6, 6, 1) = 19; DC 19 or better for half damage
Mardut Spawn 1 Reflex check: 1d20 + 0 ⇒ (12) + 0 = 12
Kyt Reflex check: 1d20 + 12 ⇒ (4) + 12 = 16
Charlotte Reflex check: 1d20 + 11 ⇒ (16) + 11 = 27

Mardut Spawn 1 is dealt 19 points of eletrical damage, but only sustains 9 due to its electricity resistance.
Kyt sustains 19 points of eletrical damage, for a total of 33. She is Grazed at 52 hit points. She suffers a -1 penalty on her attack rolls, saving throws, skill checks, ability checks, AC and caster level.
Charlotte sustains 9 points of eletrical damage, and is Healthy. She suffers no penalty on her attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is Nyym...


1 person marked this as a favorite.
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 sees the streak of electricity pass over the field hitting both Kyt and Charlotte before the Vampire they were hunting rematerialized. His attack on Mier spurred Nyym back into the fight. While he was hurt, now the odds were more in Nyyms favor..

Ahhh there you are my ugly friend.

An invisible Nyym charged over the field at the orcs back as he finished his attack on Mier. But Nyym had a surprise for the Vampire as he pulled 2 of the stakes as he went. Nyym fully intended to bury both into the Vampires back.

stake 1: 1d20 + 13 ⇒ (3) + 13 = 16

damage: 1d4 + 2d6 ⇒ (4) + (6, 2) = 12

stake 2: 1d20 + 13 ⇒ (20) + 13 = 33

crit confirm: 1d20 + 13 ⇒ (6) + 13 = 19

damage: 1d4 + 2d6 ⇒ (3) + (3, 5) = 11

Looking for Me? spoken in Orc ish

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

Good news! After some quick thinking on my end, I managed to get a new map going on Roll20 without losing all of my maps and tokens. So we will be going with that, though I'm still trying to get a handle on using Owlbear Rodeo just in case something else happens.

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 6

Nyym

Nyym wrote:

Nyym sees the streak of electricity pass over the field hitting both Kyt and Charlotte before the Vampire they were hunting rematerialized. His attack on Meir spurred Nyym back into the fight. While he was hurt, now the odds were more in his favor.

Ahhh there you are my ugly friend.

An invisible Nyym charged over the field at the orc's back as he transformed next to Meir. But the half-drow had a surprise for the vampire, pulling out two of the stakes made by Liesel-Marie as he went. Nyym fully intends to bury both into the vampire's back.

stake 1: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 1d4 + 2d6 ⇒ (4) + (6, 2) = 12

stake 2: 1d20 + 13 ⇒ (20) + 13 = 33
crit confirm: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d4 + 2d6 ⇒ (3) + (3, 5) = 11

Looking for Me? spoken in Orcspeech

As the half-drow went to make his first stab with a stake, Mardut's beast-brother is alerted to the imminent threat, catching sight of Nyym right as the cloak of invisibility that he'd been under falls apart.

Mardut raises his enormous axe aloft in his right hand before spinning about to face the incoming half-drow, an eager roar greeting his cunning adversary. With his left hand, the orc slaps aside the first stake, even as he is about to bring the axe in a wide perpendicular swing aimed at taking Nyym's head from his shoulders.

However, the orc fails to notice the second stake wielded by the half-drow, who stabs it straight ahead before the swing can be completed. By the narrowest of margins, the stake just misses the vampire's heart.

Nyym sees the eyes of Mardut grow wide in surprise, then narrow as they blaze with anger.

Nothokari! hisses the orc as he uses his left hand to push Nyym away from him. Translation for those that understand Orcspeech: Goblin!

Using his sneak attack, Nyym inflicts 11 points of damage on Mardut. However, Mardut sustains only 10 damage due to his damage reduction.

Due to bleed, Nyym loses 1 hp and is both Grazed and energy drained. He currently has 44 hit points and a max total of 62 hit points. He suffers a -2 penalty on his attack rolls, saving throws, skill checks, and ability checks as well as a -1 penalty on AC, caster level, combat maneuver checks, and Combat Maneuver Defense.

Next up are...

Mardut Spawn
The orc that had been shocked along with Kyt and Charlotte turns its attention upon the elf, lashing out with a curved scimitar-like blade.

The other remaining members of Mardut's childer do likewise, with two facing off with Liesel-Marie, and the fourth attacking the wolflike Charlotte.

Mardut Spawn 1 falchion attack: 1d20 + 6 ⇒ (14) + 6 = 20
falchion damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Mardut Spawn 2 falchion attack: 1d20 + 6 ⇒ (17) + 6 = 23; needs to hit an AC 19 due to blade rush
falchion damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
Mardut Spawn 3 falchion attack: 1d20 + 6 ⇒ (6) + 6 = 12; needs to hit an AC 19 due to blade rush
falchion damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Mardut Spawn 4 falchion attack: 1d20 + 6 ⇒ (11) + 6 = 17
falchion damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10

With grace and skill, Kyt avoids the desperate swings of her opponent while close by, Liesel-Marie meets her attackers head-on with IcingFlame. She uses the wings of her axe to turn away the swing of one, but leaves herself open to the other as its sword catches her exposed side. The final attacking childe of Mardut, confounded by the second and larger snapping maw on Charlotte's stomach, is at a loss on how to kill this abomination which throws all of its swings into disarray.

Using its falchion, Mardut Spawn 2 inflicts 12 points of damage on Liesel-Marie. However, due to both damage reduction and her temporary hit points, she sustains no damage. Liesel-Marie currently has 72 hit points and 13 temporary hits remaining, putting her at the Healthy threshold, with no penalty on her attack rolls, saving throws, skill checks, and ability checks, AC and caster level.

Next up is Liesel-Marie, whose attack bonus and AC penalty from blade rush has come to an end...


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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Notes:
Two-handed blocking greataxe (IcingFlame); always masterwork, attuned, arcane strike, magic
Melee +17/+12 (1d12+12+3d6/+12) (enraged, searing flesh)

Liesel-Marie knows the larger threat lies a short distance away, but she doesn't think letting the trash live to harass the party and aid their leader was a good idea. She attempts to take out the two that attacked her, flames licking from her bearded axe and body. She takes a mighty swing at each of them.

IcingFlame first attack: 1d20 + 17 ⇒ (12) + 17 = 29 (Including only the bonus from bloodrage)
IcingFlame damage: 1d12 + 12 + 3d6 ⇒ (11) + 12 + (4, 5, 4) = 36 (Including bonus fire damage from her searing flesh)

IcingFlame second attack: 1d20 + 12 ⇒ (19) + 12 = 31 (Including only the bonus from bloodrage)
IcingFlame damage: 1d12 + 12 + 3d6 ⇒ (11) + 12 + (3, 1, 2) = 29 (Including bonus fire damage from her searing flesh)

As she fights, she can feel the shield on her back greedily drawing in the flames, can almost hear its unthinking excitement as it absorbs the fire.

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 6

Liesel-Marie

Liesel-Marie Frostvale wrote:

Liesel-Marie knows the larger threat lies a short distance away, but she doesn't think letting the trash live to harass the party and aid their leader was a good idea. She attempts to take out the two that attacked her, flames licking from her bearded axe and body. She takes a mighty swing at each of them.

IcingFlame first attack: 1d20 + 17 ⇒ (12) + 17 = 29 (Including only the bonus from bloodrage)
IcingFlame damage: 1d12 + 12 + 3d6 ⇒ (11) + 12 + (4, 5, 4) = 36 (Including bonus fire damage from her searing flesh)

IcingFlame second attack: 1d20 + 12 ⇒ (19) + 12 = 31 (Including only the bonus from bloodrage)
IcingFlame damage: 1d12 + 12 + 3d6 ⇒ (11) + 12 + (3, 1, 2) = 29 (Including bonus fire damage from her searing flesh)

As she fights, she can feel the shield on her back greedily drawing in the flames, can almost hear its unthinking excitement as it absorbs the fire.

The two childer emit terrified screams as first one, then the other, falls to the fiery axe IcingFlame, their bodies rupturing immediately into clouds of ash.

Using IcingFlame, Liesel-Marie inflicts 36 points of damage on Mardut Spawn 2. However, due to its damage reduction, it sustains 31 damage and is dead.

Using IcingFlame, Liesel-Marie inflicts 29 points of damage on Mardut Spawn 3. However, due to its damage reduction, it sustains 24 damage and is dead.

Next up is Colt...


1 person marked this as a favorite.
Male Human Gunslinger 5/Grand Marshall 4

Colt flicks open the cylinder of Judge and lets the remaining 3 cartridges fall to the ground. He grabs one his precious loading rings of silver bullets and pushes it up against the cylinder, then with a flick of his wrist, he flips the cylinder into a firing position.

silver, huh? Thanks, scaly hombre.

The marshal jogs southeast to move into a position with a clearer firing line.

2 move actions and I’m done.

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolves: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 6

Colt

Marshall Colt Winchester wrote:

Colt flicks open the cylinder of Judge and lets the remaining 3 cartridges fall to the ground. He grabs one his precious loading rings of silver bullets and pushes it up against the cylinder, then with a flick of his wrist, he flips the cylinder into a firing position.

silver, huh? Thanks, scaly hombre.

The marshal jogs southeast to move into a position with a clearer firing line.

Rocnork gives the human a quizzical look as Colt moves in closer to the action. Upon drawing near, he can see particles of soot drifting lazily in the air around the combatants, with some even glowing like tiny embers in the darkened sky. The gunmarshall ducks around a corner and positions himself so that his back is safely to a wall, and prepares to rain blue lightning on the Gebbites arrayed before him.

Thanks to his quick recovery judgement, Colt recovers 1 point of damage, placing his current hit points at 44. This puts him at the Grazed threshold, taking a -1 penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is Tsadok...


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

Tsadok watches the dire wolves jaw just separate from its head but before he could complete the smile. He caught a flash from where the master and the other beast was standing, and he took off after them.

He tucks Sable Moon up the backside of his right arm and is running toward the opening. As he is about to turn to run thru the opening, he sees that it is blocked by some creature. So, he quickly changes his plan to another. He runs up the inside of the opening, to the beast back right, as he nears the top of the opening, he pushes off the wall to fly over the beast's head.

In Tsadok's movement it activates his Skirmisher and Speed Stunt: Free Runner abilities

As he passes above the beast's head he strikes out with his left open-palm Ki strike to the top of the head. Spawn #1

Open-Palm Stunning Fist Att: 1d20 + 14 - 1 ⇒ (19) + 14 - 1 = 32
Dmg: 1d10 + 1 + 2d6 ⇒ (1) + 1 + (2, 3) = 7 Fort save DC 16 or stunned 1rd

As he strikes and passes over, he drops his shoulder to rotate his body faster to bring his feet around to land safely.

Acrobatics check: 1d20 + 15 - 1 ⇒ (15) + 15 - 1 = 29

As he lands he uses his legs to absorb the drop, coming to a rest on his right knee. the space between Kyt and LM And from where he is he brings forth Sable Moon Ki Strike in a back handed swing to the beast in front of him. Spawn #4

Sable Moon Slash: 1d20 + 15 - 1 ⇒ (10) + 15 - 1 = 24
Sable Moon Dmg: 1d8 + 5 + 2d6 ⇒ (5) + 5 + (1, 2) = 13

And he allows the momentum of his attack to spin himself back to his Riven Hourglass Stance.

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolf: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 2: Pump Panel - The Original Theme from "Blade" (2016 Remaster)

Round 6

Tsadok

Tsadok Whisperfall wrote:

Tsadok watches the dire wolves jaw just separate from its head but before he could complete the smile. He caught a flash from where the master and the other beast was standing, and he took off after them.

He tucks Sable Moon up the backside of his right arm and is running toward the opening. As he is about to turn to run thru the opening, he sees that it is blocked by some creature. So, he quickly changes his plan to another. He runs up the inside of the opening, to the beast back right, as he nears the top of the opening, he pushes off the wall to fly over the beast's head.

In Tsadok's movement it activates his Skirmisher and Speed Stunt: Free Runner abilities

As he passes above the beast's head he strikes out with his left open-palm Ki strike to the top of the head. Spawn #1

Open-Palm Stunning Fist Att: 1d20 + 14 - 1 ⇒ (19) + 14 - 1 = 32
Dmg: 1d10 + 1 + 2d6 ⇒ (1) + 1 + (2, 3) = 7 Fort save DC 16 or stunned 1rd

Given what I know of his backstory, Tsadok would not use Stunning Fist to stun this creature, as it is undead and he knows that they are immune to stunning effects. However, there is an option with Stunning Fist that he can exercise that will affect this undead:

Mardut Spawn #1 Fortitude check: 1d20 + 4 ⇒ (6) + 4 = 10; DC 16 or sickened for 1 minute

As the dhampir slaps the top of the undead orc's head, he imparts the tiniest bit of his own ki, his own life-force, into the childe of Mardut. A moment later, a reddish vapor begins to seep from the creature's skin even as it begins to experience sharp pain and a sudden bout of dizziness.

Due to his Stunning Fist, Tsadok inflicts 7 points of damage on Madut Spawn #1. In addition, it is sickened for 1 minute (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). It is Wounded, and suffers a -4 penalty on its attack rolls, saving throws, skill checks, and ability checks as well as a -2 penalty on AC, caster level, combat maneuver checks, and Combat Maneuver Defense.

Tsadok Whisperfall wrote:

As the dhampir strikes and passes over, he drops his shoulder, both to rotate his body faster and bring his feet around to land safely.

Acrobatics check: 1d20 + 15 - 1 ⇒ (15) + 15 - 1 = 29

Upon landing, Tsadok uses his legs to absorb the drop, coming to a rest on his right knee. the space between Kyt and LM And from where he is, brings forth Sable Moon Ki Strike in a back handed swing to the beast in front of him. Spawn #4

Sable Moon Slash: 1d20 + 15 - 1 ⇒ (10) + 15 - 1 = 24
Sable Moon Dmg: 1d8 + 5 + 2d6 ⇒ (5) + 5 + (1, 2) = 13

And he allows the momentum of his attack to spin himself back to his Riven Hourglass Stance.

Even as Tsadok resumes his stance, the orc opens its mouth to scream, but collapses into a pile of dust before it can even utter a sound.

Using Sable Moon, Tsadok inflicts 13 points of damage on Mardut Spawn #1. Unable to withstand the harm visited on it, the creature is now dead.

Next up is...

Dire Wolf
It eyes narrowed into crimson slits, the oversized black furred wolf lunges viciously at Meir.

Wolf bite attack: 1d20 + 14 ⇒ (19) + 14 = 33; -2 due to Wounded threshold
bite damage: 1d8 + 13 ⇒ (3) + 13 = 16

The speed of the canid's assualt doesn't catch the wild-maned Ustalav flat-footed as the young man feels its teeth sink into his forearm, However, the numbing chill of his vital force being sapped from his body does, resulting in him being unceremoniusly pulled to the ground at Mardut's feet.

Using its bite, the wolf inflicts 16 points of damage on Meir. In addition, due to its attack roll beating his CMD, Meir is also knocked prone.

Finally, Meir suffers a –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks as well as having his current and total hit points by 5 due to receiving a negative level (current hit points are now 45, total hit points is 62). He is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. If Meir's negative levels equal or exceed his total Hit Dice, he dies.

Meir is at the Grazed threshold. He takes a -6 penalty on his melee attack rolls, -2 on his saving throws, skill checks, and ability checks, and caster level. As he is lying on the ground, he cannot use a ranged weapon (except for a crossbow), and gains a +2 bonus to Armor Class against ranged attacks, but takes a –6 penalty to AC against melee attacks. If Meir chooses to do so, standing up is a move-equivalent action that provokes an attack of opportunity.

The "dire" wolf recovers 2 hit points. It is at the Healthy threshold, and suffers no penalty on its attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is...

Rocnork
The wyvaran's initial plan had been to charge in and help the others take down the pack of undead orcs. But the arrival of their leader and master on the scene causes him to reconsider that idea.

Rocnork assesses the situation.

The wyvaran, as well as the newly arrived strange human, can fight effectively from range, so that is a definite advantage. But, Rocnork's own efforts has placed a toll on his body that limits what he can do, and the human is limited by the ammunition he carries. Plus even if they weren't in that way, they are only effective in as much as the leader allows them to be, as he can take on the form of lightning and transport himself around the battlefield.

Advantage negated.

He considers the arrival of his partner to the fray. Tsadok is the only one of them present able to reist the negative effects of having his life essence stolen away. However, there is only so much that he can withstand. If the fight goes long enough and Tsadok loses enough of his vital force, he can and will die.

Another advatage negated.

Rocnork recalls the act performed by Meir moments before, where he sent a wave of energy over the the undead pack that ended a good number of them. Which is very likely why the leader has revealed himself. Taking the young man out increases his survivability.

I know what I must do.

With a glance to the darkened sky, the wyvaran unfurls his wings and lifts off with a mighty flap.

Full-Round Action: Rocnork withdraws from the battle.

Next up is...

Charlotte
Seeing her brother get thrown to the ground, the wolflike little girl snarls as she attempts to come to his aid.

Charlotte's Acrobatics check: 1d20 + 11 ⇒ (18) + 11 = 29; DC 25 or better to move through Mardut Spawn #4's threatened area at full speed

Her digitigrade legs pumping hard, Charlotte covers the distance in moments and throws herself at the beast that dared to maul Meir.

Charlotte claw attack: 1d20 + 12 ⇒ (9) + 12 = 21; +2 to attack, -2 to AC until her turn next round/claws count as magic weapons, and ignore DR/cold iron and DR/silver
claw damage: 1d6 + 2 ⇒ (4) + 2 = 6

The oversized wolf turns toward the girl just enough to prevent her from ripping out its throat, instead taking the rake from those claws across the face.

Using her shifter claws, Charlotte inflicts 6 points of damage on the "dire" wolf. It is now at the Wounded threshold, and suffers a -2 penalty on its attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is...

Kyt
Though she wants to go immediately after Charlotte, the elf warrior-monk knows that is not possible at the moment. Concentrating on maintaining the surge of her life energy to strengthen her body, Kyt unleashes her frustation upon the sole remaining member of the undead orc pack.

Free Action: spends 1 ki point to maintain ki surge; this boosts her Strength, Dexterity, and Constitution by 2 points
Full-Attack Action: flurry of blows

Kyt Unarmed Strike 1: 1d20 + 12 ⇒ (10) + 12 = 22; unarmed strikes count as magic weapons, and ignore DR/cold iron and DR/silver
Unarmed Strike damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Kyt Unarmed Strike 2: 1d20 + 12 ⇒ (6) + 12 = 18; unarmed strikes count as magic weapons, and ignore DR/cold iron and DR/silver
Unarmed Strike damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Kyt Unarmed Strike 3: 1d20 + 7 ⇒ (8) + 7 = 15; unarmed strikes count as magic weapons, and ignore DR/cold iron and DR/silver
Unarmed Strike damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

Enhanced by the energy flowing within her, a memory comes unbidden to Kyt:

You possess the makings of a great martial artist—both the aptitude and the quality of mind. Your arms and legs are strong and limber. That is proof of your aptitude. As to your quality, I needed only a glimpse of what is in your heart. The key to conquering the body is a positive imagination, and one can only foster a positive imagination if one first possesses a kind heart.

She assumes a stance that serves to push out her negative feelings, before uneashing an series of strikes that culminates with Kyt sliding in to deliver a rising punch that launches the battered childe of Mardut into the air where it disperses into a shower of ash.

With a nod towards both Liesel-Marie and Tsadok, the elf turns her attention over to Charlotte and the others facing off against the axe-wielding orc and his wolf.

Lets kick this party up a notch.

Using her enhanced flurry of blows, Kyt inflicts 26 points of damage upon Mardut Spawn #4. Unable to withstand the harm visited on it, the creature is now dead.

This ends Round 6. Round 7 begins now, starting with...

Round 7

Mardut
Seething with anger, Mardut yells, Dam ul dam! Translation for those that understand Orcspeech: Blood for blood!

Full-Round Action: Full Attack

Mardut greataxe attack 1: 1d20 + 20 ⇒ (4) + 20 = 24
greataxe damage: 1d12 + 14 ⇒ (5) + 14 = 19
Mardut greataxe attack 2: 1d20 + 15 ⇒ (15) + 15 = 30
greataxe damage: 1d12 + 14 ⇒ (3) + 14 = 17

The sinister orc twists with each swing of the enormous winged axe, its actions sending a slash first at Charlotte then back at Nyym. His opponents scramble desperately to avoid being hit by the dangerous weapon, the effort taking a toll upon the two as they ready themselves to continue the fight.

Charlotte sustains 19 points of damage, for a total of 28, and is Healthy. She suffers no penalty on her attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Nyym sustains 17 points of damage, and is both Wounded and energy drained. He currently has 27 hit points and a max total of 62 hit points. He suffers a -3 penalty on his attack rolls, saving throws, skill checks, and ability checks as well as a -2 penalty on AC, caster level, combat maneuver checks, and Combat Maneuver Defense.

Next up is Nyym...


1 person marked this as a favorite.
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 weighed his options.. the Orc or the wolf. Both solid targets since the wolf was back in the fight somewhat.. but Nyym had a big problem. He was hurt.. hurt badly. So staying in the fight much longer was not really an option. But as he thinks over his options, he notices that LM and Kyt were now free to join in this fight. At that, Nyym make his choice.. Looking at the Orc.. Nyym winks at him and smiles knowing that it's going to bug him even more and make him even less prepared for what Nyym knew was about to happen.. Blowing the Orc a kiss, he strikes..

stake to the wolf: 1d20 + 12 ⇒ (20) + 12 = 32

crit confirm: 1d20 + 12 ⇒ (8) + 12 = 20

damage: 1d4 + 2d4 + 2 ⇒ (2) + (3, 3) + 2 = 10

With his single attack, the last thing the Orc sees is the evil grin as Nyym vanishes from sight again. Something the wolf can no longer do. Apon his vanish trick Nyym withdraws from the fight in a direction that takes him clear of all opposition currently on the map.

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

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Mardut Spawn: 1d20 + 4 ⇒ (18) + 4 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolf: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 3: Nine Inch Nails - The Perfect Drug (Instrumental)

Round 6

Nyym

Nyym wrote:

Nyym weighed his options.. the Orc or the wolf. Both solid targets since the wolf was back in the fight somewhat.. but Nyym had a big problem. He was hurt.. hurt badly. So staying in the fight much longer was not really an option. But as he thinks over his options, he notices that LM and Kyt were now free to join in this fight. At that, Nyym make his choice.. Looking at the Orc.. Nyym winks at him and smiles knowing that it's going to bug him even more and make him even less prepared for what Nyym knew was about to happen.. Blowing the Orc a kiss, he strikes..

stake to the wolf: 1d20 + 12 ⇒ (20) + 12 = 32

crit confirm: 1d20 + 12 ⇒ (8) + 12 = 20

damage: 1d4 + 2d4 + 2 ⇒ (2) + (3, 3) + 2 = 10

Dire Wolf Fortitude check: 1d20 + 10 ⇒ (2) + 10 = 12; DC 20 or better to succeed

Neither orc nor wolf know what to make of the half-drow's antics until he lunges toward the canid, stake in hand. The four-legged beast snarls viciously and attempts to catch Nyym before he can get to it. But as fast as the black furred wolf moves, the half-drow proves faster still, with the wooden stake piercing the undead creature's flesh and driving deep into its unbeating heart.

The black furred beast crashes heavily to ground with a high-pitched yip and lies unmoving beside the orc. Filled with both grief and rage, Mardut unleashes an anguished howl of his own into the darkened sky.

Using the wooden stake, Nyym slays Mardut's vampiric wolf companion. However, it returns to life if the stake is removed, unless its head is severed and anointed with holy water.

Nyym wrote:
With his single attack, the last thing the Orc sees is the evil grin as Nyym vanishes from sight again. Something the wolf can no longer do. Upon his vanish trick Nyym withdraws from the fight in a direction that takes him clear of all opposition currently on on the field.

Since his attack with the stake is a full-round action, Nyym can only take a 5-foot step away (which is considered to be no action). Vanishing trick is a swift action, so he's still able to use that during the round as part of his action.

Next up is Liesel-Marie...


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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie registers that the threats are down to one. With a thought, a whirlwind of flames carries her to Mardut's side, IcingFlame bringing the heat.

The 'north' side of Mardut puts me in a flanking position, I think? Using blade rush once more. +2 to attack, -2 to AC. She's throwing the kitchen sink at him.

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

Attack: 1d20 + 17 - 3 + 2 + 2 ⇒ (7) + 17 - 3 + 2 + 2 = 25 Bloodrage, Power Attack, Blade Rush, Flanking

Damage: 1d12 + 35 + 3d6 ⇒ (3) + 35 + (1, 2, 6) = 47 Bloodrage, Power Attack, Vital Strike, Searing Flesh

I cannot do anything about bad rolls. All I can do is position myself for the good ones...

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

Just a reminder before we get this going again:

Due to bleed, Nyym loses 1 hp and is both Wounded and energy drained. He currently has 26 hit points and a max total of 62 hit points. He suffers a -3 penalty on his attack rolls, saving throws, skill checks, and ability checks as well as a -2 penalty on AC, caster level, combat maneuver checks, and Combat Maneuver Defense.

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Dire Wolf: 1d20 + 2 ⇒ (6) + 2 = 8
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 3: Nine Inch Nails - The Perfect Drug (Instrumental)

Round 6

Liesel-Marie

Liesel-Marie Frostvale wrote:

Liesel-Marie registers that the threats are down to one. With a thought, a whirlwind of flames carries her to Mardut's side, IcingFlame bringing the heat.

The 'north' side of Mardut puts me in a flanking position, I think? Using blade rush once more. +2 to attack, -2 to AC. She's throwing the kitchen sink at him.

Attack: 1d20 + 17 - 3 + 2 + 2 ⇒ (7) + 17 - 3 + 2 + 2 = 25 Bloodrage, Power Attack, Blade Rush, Flanking

Damage: 1d12 + 35 + 3d6 ⇒ (3) + 35 + (1, 2, 6) = 47 Bloodrage, Power Attack, Vital Strike, Searing Flesh

Coming down from his mournful cry, Mardut glances around him, seeking an outlet for his rage. The nothokari, the goblin, is gone after striking down his beast-brother. The dark-haired human still lies helpless on the ground, but is being being guarded by the beast-girl from the fighting pit.

They will have to make do.

But before the orc can turn towards his newest targets, the sound of rushing flame catches Mardut, who instinctively brings up his own weapon to meet the incoming swing from Liesel-Marie.

The enormous axes collide in a titanic clash that shatters the air around their respective wielders. The two stand face to face, their weapons caught in a bind. Mardut grins excitedly, the heat and flames emanating from the Erutaki showing no signs of hindering him in the slightest.

He pushes slightly, creating space between them.

Hezsax Zafro! Translation for those that understand Orcspeech: Blood anger!

But while the heat and flames did not hurt Mardut, the force of her attack had. Even knowing that he is the larger and stronger of the two, the orc will not make the mistake of underestimating this new challenger. Especially since this gubuk, this soft skin, possesses an ancient gift that allows her to manifest her fury in supernatural ways determined by an ancestral heritage.

With a roll of his massive shoulders and a crack of his thick neck, Mardut re-adjusts the grip of his axe in preparation of the battle to come.

Using blade rush, Liesel-Marie inflicts 38 points of damage on Mardut, who ignores 9 points of fire damage due to his immunity to fire. In addition, he only sustains 17 points of damage due to his temporary hit points and damage reduction, for a total of 22 damage. He is Healthy, and suffers no penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is Colt...


1 person marked this as a favorite.
Male Human Gunslinger 5/Grand Marshall 4

leave the youngins alone, you pig-faced, yellow-bellied buzzard!

Colt aimed his silver-loaded pistol at Marduk, fanning the hammer as he unloaded shots as quickly as he could.

revolver: 1d20 + 13 ⇒ (3) + 13 = 161d8 + 12 ⇒ (3) + 12 = 15

revolver: 1d20 + 13 ⇒ (20) + 13 = 331d8 + 12 ⇒ (8) + 12 = 20

revolver: 1d20 + 9 ⇒ (13) + 9 = 221d8 + 12 ⇒ (2) + 12 = 14

Rapid shot, deadly aim, grazed condition, resolved against touch AC.


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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Natural 20!


1 person marked this as a favorite.
Male Human Gunslinger 5/Grand Marshall 4

1d20 + 13 ⇒ (9) + 13 = 22

crit confirmation. I fired 3 times. This should have followed the natural 20.

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

Given the nature of the site dice roller and how it works, I'm not going to penalize Colt for missing the window of opportunity to roll his crit confirmation. So I adjusted the dice rolls for the confirmation and the 3rd revolver shot as the die roller would've done on the day of his initial post. This is not something that I do lightly, as I value the trust held between us as players in this game and I want to be as fair as possible to those placing themselves in my charge. Even if doing so puts me, as DM, at a disadvantage. So, with that said, lets get back to the action at hand...

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 3: Nine Inch Nails - The Perfect Drug (Instrumental)

Round 6

Colt

Marshall Colt Winchester wrote:

leave the youngins alone, you pig-faced, yellow-bellied buzzard!

Colt aimed his silver-loaded pistol at Marduk, fanning the hammer as he unloaded shots as quickly as he could.

revolver: 1d20 + 13 ⇒ (3) + 13 = 16; 1d8 + 12 ⇒ (3) + 12 = 15

revolver: 1d20 + 13 ⇒ (20) + 13 = 33; 1d8 + 12 ⇒ (8) + 12 = 20; +12 due to crit

revolver crit confirmation: 1d20 + 13 ⇒ (13) + 13 = 26

revolver: 1d20 + 9 ⇒ (9) + 9 = 18; 1d8 + 12 ⇒ (2) + 12 = 14

Rapid shot, deadly aim, grazed condition, resolved against touch AC.

Focusing all of his effort on the big orc, the shieldmarshall fans Judge with the intent of boogering up the Gebbite.

The first shot is caught by Marut using the broad flat side of his axe. The scent of heated silver is unmistakable to Mardut which, despite his rage, sets in a bit of panic and causes him to overcompensate with his next block attempt.

The silver round passes cleanly through the front of the orc's left shoulder and out through the back. The pain Mardut feels is excrutiating, but Colt's shot is far more damaging than he realizes. That is, until he attempts to raise his left arm for the next block, only to find it more difficult to do. So instead, the orc twists his waist at the last possible moment, allowing the third and final silver bullet fired from Judge to fly past him and embed itself in the wall of the nearby keep.

Mardut snarls defiantly, understanding that the injuries to his undead body will heal eventually if given time to do so. This means that going forward, the sinister orc will have to do his best to minimize any damage he takes. But he also knows that his enemies will do their utmost to continue hurting him.

It isn't going to be easy, but Mardut feels himself up to the challenge.

Using Judge, Colt inflicts 32 points of damage on Mardut, who only sustains 31 points due to his barbarian damage reduction, for a total of 54 damage. He is Grazed, and suffers a -1 penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Thanks to his quick recovery judgement, Colt recovers 1 point of damage, placing his current hit points at 45. This puts him at the Healthy threshold, taking no penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is Tsadok...


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

Tsadok shifts his gaze up the vampiric orc but the sound of what he knows to be missile rod (revolver). He sees a stranger and watches his actions. As he hears and see the impacts on the orc. That's when he makes his move.

From his crouched position he cuts in front of Kyt as he turns to head face on with the orc. Sable Moon readied to strike, as it runs up the back of his right arm. Tsadok moves with a quickness few have seen and as he reaches his target Sable Moon comes in the view as it is moving in an arc to go across the mid-section of the vampiric beast.

Sable Moon strike: 1d20 + 20 - 1 ⇒ (12) + 20 - 1 = 31
Sable Moon damage: 1d8 + 5 ⇒ (2) + 5 = 7
Skirmisher Damage: 2d6 ⇒ (6, 6) = 12

As the strikes cuts deep into the gut of the foul beast, Tsadok comes to rest in his Riven Hourglass Stance.

Tsadok holds his second attack to use as a Aid Another action.

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

I made a mistake with regard to Colt's third shot. As his revolver resolves its attacks against touch AC, and with Mardut put into Grazed by the second shot, the marshall's third shot actually hits the orc vampire for 13 points of damage. This still keeps him in the Grazed threshold, but his current damage sustained is now 67. And with that little update out of the way...

Mardut: 1d20 + 9 ⇒ (13) + 9 = 22
Nyym: 1d20 + 7 ⇒ (15) + 7 = 22
Liesel-Marie: 1d20 + 2 ⇒ (17) + 2 = 19
Colt: 1d20 + 8 ⇒ (10) + 8 = 18
Tsadok: 1d20 + 4 ⇒ (1) + 4 = 5 Riven Hourglass: +4 dodge and Init
Meir: 1d20 + 6 ⇒ (1) + 6 = 7
Rocnork: 1d20 + 3 ⇒ (4) + 3 = 7
Charlotte: 1d20 + 5 ⇒ (1) + 5 = 6
Kyt: 1d20 + 2 ⇒ (3) + 2 = 5
Redlake Fort - Ground Battlemap
Battle Theme 3: Nine Inch Nails - The Perfect Drug (Instrumental)

Round 7

Tsadok

Tsadok Whisperfall wrote:

Tsadok shifts his gaze up the vampiric orc but the sound of what he knows to be missile rod (revolver). He sees a stranger and watches his actions. As he hears and see the impacts on the orc. That's when he makes his move.

From his crouched position he cuts in front of Kyt as he turns to head face on with the orc. Sable Moon readied to strike, as it runs up the back of his right arm. Tsadok moves with a quickness few have seen and as he reaches his target Sable Moon comes in the view as it is moving in an arc to go across the mid-section of the vampiric beast.

Sable Moon strike: 1d20 + 20 - 1 ⇒ (12) + 20 - 1 = 31
Sable Moon damage: 1d8 + 5 ⇒ (2) + 5 = 7
Skirmisher Damage: 2d6 ⇒ (6, 6) = 12

As the strikes cuts deep into the gut of the foul beast, Tsadok comes to rest in his Riven Hourglass Stance.

Tsadok holds his second attack to use as an Aid Another action.

Caught off-guard by the sudden appearance of the pale-skinned orc swordsman, Mardut is barely able to fend Tsadok's well-timed swing with his axe. But even so, the force of their weapons clashing takes its toll upon the sinister orc.

As he had surmised previously, with more foes appearing to challenge him, it will only be a matter of time before Mardut is overwhelmed through superior numbers.

For a moment, his former master's words come to him, a reminder that while powerful compared to the mortals upon which they fed, there were those among them who can challenge that power. Something Mardut is experiencing first hand.

Brute force alone, it seems, will not see him through this fight.

Using Sable Moon, Tsadok inflicts 19 points of damage on Mardut, who sustains 18 due to his barbarian damage reduction, for a total of 85. He is Wounded, and suffers a -2 penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

Next up is...

Meir
Still reeling from having vitality drained earlier by the wolf, Meir does not try to recover his footing. At least not at first.

Instead, he scuttles backward in an effort to get some distance between himself and the orc. Only after does the wild-maned young man slowly rise up from the ground.

No Action: 5-foot step backward
Move action (taken in place of a standard action): stand up

Next up is...
Rocnork
At a height of thirty feet in the air, the wyvaran uses his powerful wings to stay aloft as he surveys the area inside the fort.

Rocnork Perception check: 1d20 + 13 ⇒ (20) + 13 = 33; DC 20 or better to succeed

It isn't long before Rocnork catches sight of what he is looking for. His lips forming into a toothy grin, the wyvaran speeds towards one of the towers. Arriving just in time to see Aiko and Oloch finish taking down another of the ogrekin, adding to the pile of corpses in their wake.

He calls out, We're fighting the vampire!

The Minkan exchanges glances with the battle-priest before responding back to her flying companion.

Lead the way!

Next up is...
Charlotte
The wolf-girl steps over into the spot once occupied by Meir. Once she is between her brother and the vampire, Charlotte resumes attacking Mardut with her claws.

Charlotte claw attack: 1d20 + 12 ⇒ (5) + 12 = 17; +2 due to flank, shifter claws count as magic weapons, and ignore DR/cold iron and DR/silver
claw damage: 1d6 + 2 ⇒ (2) + 2 = 4
Charlotte claw attack: 1d20 + 12 ⇒ (7) + 12 = 19; +2 due to flank, shifter claws count as magic weapons, and ignore DR/cold iron and DR/silver
claw damage: 1d6 + 2 ⇒ (5) + 2 = 7

Dispite her best efforts, she is unable to land anything on Mardut. Frustration getting the best of her Charlotte unleashes an angry howl.

Next up is...
Kyt
Not wanting to be left out of the fight with the sinister orc, the elven warrior-monk moves closer. As she does, Kyt notices that Meir has moved away from the fighting and that Charlotte has taken his place.

Moving in to stand beside both Charlotte and Tsadok, Kyt focuses her attention on the muscle-bound vampire.

Free Action: spends 1 ki point to maintain ki surge
Move Action: moves 10 feet (draws sword as part of her movement)
Standard Action: attacks with temple sword

Kyt temple sword attack: 1d20 + 14 ⇒ (20) + 14 = 34; temple sword counts as magic weapon, and ignores DR/cold iron and DR/silver
critical confirmation: 1d20 + 14 ⇒ (5) + 14 = 19
temple sword damage: 2d6 + 5 ⇒ (5, 4) + 5 = 14

Her movements with the exquisite sword carrying with it the noise of waves crashing, Kyt wields the heavy shaft of glowing crystal as though it is light as sea foam. Mardut recognizes the monastic blade from the brief encounter back at his former master's hideout. Not wanting to feel its cold touch again, he shifts the handle of axe, intercepting the blade before it can make contact. But, as with Liesel-Marie and Tsadok, the force exerted by its elven bearer is felt throughout his body, doing more harm in the process.

Using her temple sword, Kyt inflicts 14 points of damage on Mardut, who sustains 13 due to his barbarian damage reduction, for a total of 98. He is Wounded, and suffers a -2 penalty on his attack rolls, saving throws, skill checks, ability checks, AC and caster level.

This ends Round 7. Round 8 begins now, starting with...

Round 8

Mardut
Needing time to allow his body to mend, the orc decides that moving away from those surrounding him is the best tactic left to him. Laughing maniacally, he transforms once again into a bright bolt of crackling energy that streaks through Liesel-Marie to land with a crash on the other side some distance away from her and the others.

Move Action: energy form; does not provoke attack of opportunities when using this ability or regaining form afterward

Energy Form damage: 5d6 ⇒ (2, 5, 3, 3, 3) = 16; DC 19 or better Reflex check for half damage
Liesel-Marie Reflex check: 1d20 + 8 ⇒ (15) + 8 = 23

Using his energy form, Mardut inflicts 16 points of electrical damge on Liesel-Marie, who sustains only 8 points of damage due to her successful Reflex check. She currently has 64 hit points, putting her at the Healthy threshold, with no penalty on her attack rolls, saving throws, skill checks, and ability checks, AC and caster level.

Next up is Nyym...


1 person marked this as a favorite.
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 takes this moment to pop a potion to deal with the bleed effect and get some health back. In his current state, he was in no shape to rejoin the fight.

cmw: 2d8 + 3 ⇒ (7, 8) + 3 = 18


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: 1/3, 1/1; Effects: Endure Elements (heat only), Shield, Longarm, Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Liesel-Marie whirls around, barely registering the lightning coursing through her. Seeing the vampire reconstitute in its humanoid form near the wall, she hefts IcingDeath and follows.

Simple charge this time. Blade rush actually doesn't have the range.

Attack: 1d20 + 17 - 3 + 2 ⇒ (6) + 17 - 3 + 2 = 22 Bloodrage, Power Attack, Charge

Damage: 1d12 + 35 + 3d6 ⇒ (1) + 35 + (1, 4, 3) = 44 Bloodrage, Power Attack, Vital Strike, Searing Flesh

Oh, these rolls...

1,951 to 2,000 of 2,301 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Blayde MacRonan's Of Aeons and Giants: The Continuing Adventures of Team Ruby (Private Campaign, Closed Recruitment) All Messageboards

Want to post a reply? Sign in.