Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Yeah, I was OK stepping into the room, but not farther up. Once Terion steps up to the door, his Large size gives him reach, so this time he should be able to ignore the cover from that door. Example #2
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 21, HP 22/22 Will, vs Spell: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 Firm in his faith, Felgarr shrugs off the shaman's magic easily. Torn between protecting Terion and Strang, he holds his ground and swings. "SAW YOU TAKE A HIT, STRANG. THERE'S A SPOT BEHIND ME. WE'LL GET THAT FINGER-WIGGLER ONCE WE'VE KILLED HIS CRONIES. " Trip vs Fighter: 1d20 + 6 ⇒ (19) + 6 = 25 With the fighter sent sprawling, Felgarr concentrates on him, taking measure of the stains on his soul (Detect Evil). Don't want to move forward and let Terion get hit any more. Strang can tumble easier if the fighter is on his back. Hope we can defeat them before the assassin perforates my speen.
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 21, HP 22/22, deafened Felgarr surges forward into the breach, flail swinging at the lizard's legs. Flail, Trip: 1d20 + 6 ⇒ (10) + 6 = 16 vs CMD Still deafened, he can barely hear himself through his ringing ears. Everyone else should be able to hear him just fine though. "LET'S GET THIS ONE, TERION. TAKE HIM OUT AND WE'LL GET THE BIG GUY NEXT"
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Terion, fall back and swing over me. Felgarr, seeing Terion so wounded, readies to move to hold the door. Hoping Terion will step back 5' and let Felgarr in the front. Readying to move into position as soon as he moves.
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Hey you made it through without becoming zombie food or goblin bait. That's better than me. The missing bonded object and deafness suck, but we'll get out stuff back when we pry it from their cold, dead hands. This adventure is definitely punishing of mistakes, but that makes victory that much sweeter. Hope you stick around, and wish you good luck if you don't.
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
With Terion holding a commanding position, Felgarr holds the flank to ensure no other enemies can get to the mages in the corridor. He does not know why the barbarian chose to run into the room, but it was her undoing, and he will not repeat her mistake. He hopes she lives long enough that he can save her, though he isn't hopeful. If Terion is large, he takes up all 4 squares in front of the door. Move back behind the mages, ready to strike any enemy that gets in melee range.
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Seeing Strange suddenly collapse, and with Terion grown to giant size, Felgarr backs up and checks on the prone orc. He can find no wounds on the rogue, so he tries calling and shaking him awake. His ears are still ringing, so he cannot hear his own voice. He hopes it's loud enough. "STRANG, CAN YOU HEAR ME? WAKE UP, ORC. NOW IS NOT THE TIME TO BE SLEEPING ON THE JOB. STRANG!"
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
1d20 + 7 ⇒ (13) + 7 = 20 Felgarr growls at the reappearance of the foul reptiles. His dwarven guts are iron, as promised, and he steps to the fore to protect his nauseated allies. He nods at Strang, seeing him use a wise tactic, and readies to assist. Move in front of Am a, ready to trip any foe that moves adjacent to Strang. Ready Trip, CE: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Did everyone get 11 HP from Ama's channels after the combat was over, and 2 HP from resting? "Terion, since you and Mags are still wounded from the last fight, I'll take point today, and both of you use your polearms. I'll hold the line and knock 'em down while you fight from the second rank. Going to need someone else up front with me, since the corridors are to wide to hold on my own. Strang, you up for that? Terion, give him that ring we found to ward off blows. He'll need it. Ama, you hold the rear, in case some thugs come up behind us again. Wizards, in the middle. Let's go kill that slime." Felgarr makes his choice, selecting the cook's heavy flail to use against the creature. Proposed new marching order for today:
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Hp updated (12 at combat's end, 11 from Ama's channels, 2 from resting) = 22/22 "Torag be praised, we survived the night. Yesterday, we were planning to deal with the slime before we got attacked by the lizardmen and the goblins. I'm still of the opinion that that needs to be our next move." Felgarr looks through the pile of items looted from the bodies of their defeated enemies. He'll test the weight and balance of the weapons and select one he thinks will be effective against the slime.
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
"We are wounded, almost all of us. The storeroom is our safest choice. We feed the bodies to the slime, do our best to obscure our tracks, and shelter in the room. If they find us, we fight. Camping in the swamp would be worse. They could surround us. They will not have time to barricade before we hear them."
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Felgarr maneuvers around the goblin, wincing as Bizzlemont is mauled. He delivers a bone-shattering blow to the goblin's face. "Die, goblin scum!" Flail, hatred; Damage: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 251d8 + 2 ⇒ (6) + 2 = 8
"Ama, Mags is down. Bizzle, too."
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 21
"Damn the sneaky goblins." Felgarr smashes his flail into the remaining standing reptile and hopes to see it crumble, knowing it had already been struck once by the elf. He looks at the other reptile, still sleeping, and calls to Ama and Elgoron "One of you deal with this one, I'm going to help the others." "Hold them off a moment longer, Strang. I'm on my way! Flail, Damage: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 171d8 + 2 ⇒ (2) + 2 = 4 If the attack drops the reptile, move to AI-15. If not, stay in place.
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 21
Felgarr tries to take out the reptile with even more urgency after hearing Strang's warning. In his haste, he strikes the wall as he swings, ruining his aim. Flail: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 61d8 + 2 ⇒ (1) + 2 = 3
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Felgarr trips his enemies trying to prevent them from getting full attacks when they stand, unless they have someway to rise as a swift or free action. "You'll not defeat me, you overgrown iguana!" Felgarr bellows as the scaly creature leaps to his feet and scratches at him. He swings his flail again, but the lizard is ready this time and hops over the swinging bar easily. CMB to Trip: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7 "Err, a little help here, guys?"
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 21
Nearly laid out by the flurry of claws, Felgarr retaliates. Flail Trip vs CMD: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20 If it stands up...
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Felgarr begins to move to Terion's aid when more lizards attack from the rear. Trusting in Mags, he moves to the rear and attacks. Fortitude: 1d20 + 7 ⇒ (8) + 7 = 15 Flail: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 171d8 + 2 ⇒ (4) + 2 = 6
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 21
Felgarr takes the strikes on his shield, then strides carefully forward and lashes out with his flail. His overly defensive posture makes a real offense quite difficult, but the spearmen cannot ignore the swinging iron bar. If nothing else, his wide sings are keeping them at bay, giving him a moment to catch his breath. Move forward, provoking AoO from cook. CMB to Trip, CE: 1d20 + 4 + 2 - 1 ⇒ (5) + 4 + 2 - 1 = 10
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 21 [23 vs Cook] (20 + 1 exp +2 smite)
Felgarr turns to strike at the stunned spearman as he rises, but leaves himself open to another stab. He smashes the poor man, and turns back to his comrades. He takes in the newcomer and grunts. "Beat on me will you? I'll show you a beating!" Felgarr focuses for a second, bringing Torag's Hammer into focus in his mind's eye. He looks past the Hammer and watches to see if it flies forward to strike the cook. Satisfied with what he sees, he brings his own hammer forward to strike as well. Move: Detect Evil on Cook. Swift: Smite Evil (if he's evil) Standard: Attack! Flail AoO vs prone; Damage: 1d20 + 4 + 4 ⇒ (18) + 4 + 4 = 261d8 + 2 ⇒ (4) + 2 = 6
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
I never got to play any of the old-school modules. My first brush with DnD was 2000 with 3.5. I do like the insane difficulty level. It really makes you work for your win, not just 13 encounters and level up. Can't wait to see what's in store for the future!
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 18
Felgarr grins at Terion's quip and bellows a brawny belch in agreement. "EUUUUGGHT!". He then surveys the scene and decides to try to prevent any of the other cultists getting away. He barrels foward, feet thumping on the prone cultists as he tries to shove his way past the spearmen to the corridor beyond. Swift Action: Lay on Hands. Charge-Overrun to AS-14, provoke AoO from cultists in AO-13, AR-13, & AR-14. Cultist in AR-14 may choose to step out of Felgarr's way. If he stands his ground, refer to the CMB check against him (if the check beats his CMD by 5+, he is knocked prone in addition to Felgarr making it past him). LoH: 1d6 ⇒ 1
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
AC 21
Felarr sucks in his breath as another spear stabs into him. "I'm starting to hate you cultists as much as I hate goblins. You're as murderous as they are." As the unarmored Ama slips past him, he gives her a glance. "That is wise, Ama. Keep them safe." He steps forward besides the scout and tries to trip the uninjured spearman, hoping to provide an opening for Mags and Strang. "Hit him while he's down!" CMB, Trip, CE: 1d20 + 4 + 2 - 1 ⇒ (8) + 4 + 2 - 1 = 13 (A0 13)
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Go ahead with the ring Terion. Also, with Belrain departed and Terion switching styles, can we update our marching order? I suggest: Double File
Single File
"Left is fine. Let's keep our eyes peeled. We don't want to have to deal with another ambush like that. We can fit the suits of armor into Mags', Terion's, and my packs. The rest of you can carry an extra weapon. That way we keep the cultists from re-using these items against us in the future." He hastens to take his own advice, then declares. "Let's go."
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
"Grug. That slippery staircase was almost my doom. Safe travels, Belrain." "One of us should take up the ring that Belrain left. I saw the power of its enchantment deflect several blows that should have struck him. It would do any of us well. Who wants it?"
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Acrobatics: 1d20 + 1 - 6 ⇒ (10) + 1 - 6 = 5
The slick surface proves Felgarr's undoing. He goes careening to the bottom of the slope and lands in a crumpled heap. The spearmen take merciless advantage of the lapse in his defense and stab him viciously. He does not rise. Stabilize (DC 10): 1d20 + 2 - 8 ⇒ (18) + 2 - 8 = 12
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
With Terion wanting to take a second line roll, can the two-wide marching order be revised? Mags Felgarr
We should also consider swapping Strang near the front so he can spot such traps in the future. That order could look like this: Mags Belrain
Acrobatics: 1d20 + 1 - 6 ⇒ (8) + 1 - 6 = 3
Male Dwarf Paladin 2 | HP: 22/22 | AC 20/11/17 | F +7, R +3, W+7 | Per: +0, Init: +1
Felgarr shares Terion's reticence at not clearing out the temple, but having a guide to the cultists stronghold proves too powerful a temptation for him to ignore. He approaches the taciturn warrior, wary of the old man's possible betrayal and catches Terion's eye, and nodding minutely in affirmation. Then, he takes his place at the van, with the wild woman. |