CrazyHedgehog's Red Hand of Doom

Game Master GeraintElberion

Characters must undertake vital missions in order to confront the relentless advance of a bloodthirsty horde.


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NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose rides hard down the field towards the Hobgoblins, a look of pure loathing stretched across his features. How good it feels to be upon Smoke once more, barreling down into the wind! Smoke snorts as she thunders on, the mare's own eyes narrowed in rage. Ambrose level's his lance at the lead hobgoblin on the left, intent to run the mongrel through.

Lance Attack: 1d20 + 13 + 1 + 4 ⇒ (20) + 13 + 1 + 4 = 38 (higher ground, cavalier's charge)
Damage: 3d8 + 30 ⇒ (8, 7, 7) + 30 = 52
Confirm: 1d20 + 13 + 1 + 4 ⇒ (19) + 13 + 1 + 4 = 37 (higher ground, cavalier's charge)

I don't even know how spirited charge, lance, mounted mastery, plus a crit works. Spirited charge is triple damage with a lance, lance has a critical multiplier of x3. I think it is something along the lines of multipliers don't increase multiplicatively but rather add together a different way. Helaku might know? Anyway, with cavalier's charge I don't take a penalty to AC for mounted charges, if by chance they were setting attacks against a charge I get a +4 AC vs that (plus a +4 AC for Mobility)..not sure what weapons they are armed with. Finally, if one of them does indeed make an AoO and it is against Smoke, I'll negate it with a Ride check via mounted combat : 1d20 + 14 ⇒ (18) + 14 = 32

Nice to be on horseback again!


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

That would be x5. So add 2d8 more plus the associated bonuses! Don't forget to add your mount's strength modifier to the roll in addition to your own!

The Exchange

Ambrose Harrowfield wrote:

Nice to be on horseback again!

I'll say! I think Helaku is right, your damage multiplier should be x5. Either way, I think that hobgoblin will just be a red smear on the ground afterwards.

Leonar, first up, what do you want to do with the produce flame?

Leonar:
Running forward and leading the charge, you summon arcane fire to your hand. Your fine-tuned senses pick up something off to the left. Some stones or scree rolling off the boulders, but you can't see anything.

Shaylar and Ambrose I've got your actions and I'll get them all up in the next update.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

I kind of thought it was x5 from what I read, but wasn't 100%. I did add in my mount's strength modifier in my calculations for mounted mastery, though. I'm sure he will just be a red smear, but I'm sure you won't blame me for wanting to roll the extra damage for fun!

Extra Damage: 2d8 + 20 ⇒ (1, 5) + 20 = 26


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar throws a handful of flame at the closest hobgoblin.

RTA 1d20 + 8 ⇒ (13) + 8 = 21

Damage 1d6 + 5 ⇒ (2) + 5 = 7

The Exchange

Marked for Death, Round 1
Leonar throws the burning fire in his palms at the nearest hobgoblin. It hits, causing some grievous burns. 7 points fire damage to the hobgoblin.

Shaylar moves quickly and precisely, sliding out of the saddle even as his hands reach for the arrows in his quiver. Two shots hit one of the other hobgoblins dead in the chest, and he goes down. Two hits for total 21 points damage.

Ambrose spurs Smoke forward charging directly at the enemy. His lance levels, and time seems to slow as he draws close and rams the entire lance through the chest of the luckless hobgoblin who had also been burned by Leonar. Ambrose rides away exultant along the side of the farmhouse. The afternoon sun glints red off his polished armor and shield, a brief moment of victory captured. Whopping 78 points damage surely does the hobgoblin in, and absolutely worth a roll. Keep 'em coming.

The ogre is starting to look a bit nervous now, but determined and orders the remaining hobgoblins into a defensive line. They move up and draw their swords while the ogre hefts a javelin at the other approaching riders, which turns out to be Helaku. The shaft plants in the ground just right of Cayenne, as the sorcerer works away at a spell.

The spell is unleashed, and a cavernous pit instantly opens under the feet of the ogre. The brute tumbles in, and it threatens to engulf two of the hobgoblin warriors as well. One of the warriors leaps out of the way, but the other teeters on the edge before sliding in and falling on top of the ogre - both appear to be in a bad way. Either way, it's disrupted their defensive line. On the map, the black square marks the actual pit, and the lighter colored square marks the sloping ground around it. I had the ogre slide in as I figured you didn't want either of the unconscious farmers to slide in as well. The ogre took 16 points falling damage, as well as some incidental damage from having the hobgoblin fall on top of him - hard to see how he wouldn't as the ogre takes up the same space as the pit, supposedly. The hobgoblin took 14 points falling damage.

Not wanting to accidentally catch innocents in the blast of one of his bombs, Aleste slides from the saddle and takes up his own bow. He targets the hobgoblin that nearly fell in the pit. It's a smart shot, and likely has severed an artery at the least. Critical hit, 13 points damage to the hobbie.

With the first rush of combat, only two hobgoblins are left standing, and they don't look too steady on their feet. Too easy!

Round 2
Suddenly two humanoid figures appear as if from nowhere on either side of Ambrose and Smoke. The newcomers look like wingless, hobgoblin-sized humanoid black dragons with horns much like the minotaur that you fought at Vraath Keep. Where did they come from? They wield wickedly-sharp looking falchions on which they try to impale the cavalier. Fortunately twisting this way and that with Smoke he is able to deflect their attacks.

Another of these raiders appears, and another! The first runs around and up to Aleste, with the second flanking on the other side. the first one then breaths a stream of foul green acid over the alchemist. You would consider with his trade that Aleste would have some resistance to acid, but the corrosive slime splashes all over armor and clothing and flesh alike. The other raider meanwhile takes advantage of the opportunity to drive his falchion deep into Aleste's side. Ouch!

Updated Map - Two of the five hobgoblins are down, with another one and the ogre in pit. Two of the dragon-like raiders are flanking Ambrose, and two more flanking Aleste.

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons
10 - Helaku
8 - Aleste

=====

GM rolls:

Shaylar longbow w/ manyshot 1d20 + 13 ⇒ (10) + 13 = 23
1d5 ⇒ 4
ogre javelin 1d20 + 1 ⇒ (10) + 1 = 11
damage 1d8 + 5 ⇒ (7) + 5 = 12
ogre Reflex 1d20 + 2 ⇒ (12) + 2 = 14
Hob 2 Reflex 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Hob 3 Reflex 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
falling damage 4d6 ⇒ (4, 5, 2, 5) = 16
falling damage 4d6 ⇒ (4, 4, 5, 1) = 14
3d6 ⇒ (1, 3, 6) = 10
Aleste ranged 1d20 + 9 ⇒ (20) + 9 = 29
damage 1d8 + 2 ⇒ (3) + 2 = 5
confirm crit 1d20 + 9 ⇒ (15) + 9 = 24
crit damage 2d8 ⇒ (5, 3) = 8
Raider 1 melee 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
damage 2d4 + 4 ⇒ (4, 2) + 4 = 10
Raider 2 melee 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
damage 2d4 + 4 ⇒ (4, 1) + 4 = 9
Raider 3 breath damage 4d4 ⇒ (4, 2, 1, 1) = 8
1d4 ⇒ 1
Raider 4 melee 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
damage 2d4 + 4 ⇒ (3, 1) + 4 = 8
confirm crit 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
damage 2d4 ⇒ (4, 2) = 6
Aleste Reflex 1d20 + 10 ⇒ (4) + 10 = 14

The Exchange

DC 14 Knowledge (nature) check:

These newcomers are known as blackspawn raiders. Like the razorfiends you fought earlier, they were created through magic rituals that corrupt dragon eggs, in this case black dragon eggs. Sneaky and cunning, they employ a dangerous acidic breath weapon and share many of their parent black dragon's immunities and resistances. Unless trained in magical arts, they don't usually have any spellcasting powers of their own.

DC 13 Knowledge (arcana) or Spellcraft check:

These newcomers seem to have employed an invisibility sphere spell to get so close to you without being seen. Odd that, as they don't seem to be natural spellcasters themselves.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Know. Nature 1d20 + 11 ⇒ (14) + 11 = 25


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |
Leonar wrote:
Know. Nature 1d20+11

"These bastards come from black dragons. They're similar in attacks and resistances. They aren't spell casters, as far as I know, though!"

Leonar throws another handful of flame, this time at the closest black demonspawn.

RTA into melee 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10
Damage 1d6 + 5 ⇒ (4) + 5 = 9


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku dismounts from Cayenne to the rear away from the dragon creature and raises his hand to the closest one. After a quick word, a bolt of fire lances out at the creature. Moments later, a second one follows.
Ranged Attack 1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage 1: 4d6 ⇒ (6, 3, 3, 5) = 17
Ranged Attack 2: 1d20 + 7 ⇒ (13) + 7 = 20
Damage 2: 4d6 ⇒ (4, 6, 1, 3) = 14


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

For some reason I thought that it was the top of the round last time I looked at this, but now looking again I see that the dragonmen did indeed act. Whoops

Ambrose wheels about on Smoke, interposing shield, blade, armor, and barding between himself, mount, and incoming attacks. Fortunately, both he and the mare are able to avoid any damage. He throws a quick glance at Leonar when the druid speaks.

"Gods be damned! I tire of these dragons! Agents of the one who escaped?!" Finding it difficult to carry on a true conversation in the heat of this onslaught, Ambrose redirects his focus on the enemy. Dropping his corded lance alongside the saddle, he wrenches the bastard sword from its sheathe and turns it on the black bastard in front of him as Smoke combats it as well with hoof and jaw.

Bastard Sword: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16 (higher ground)
Damage: 1d10 + 5 ⇒ (4) + 5 = 9 plus 1d6 ⇒ 5 cold
Smoke Hoof 1: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Smoke hoof 2: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Oof.

If an attack would Hit Smoke's AC over the next round, I will use Mounted Combat to deflect it with a 1d20 + 14 ⇒ (10) + 14 = 24 Ride Check to beat a DC of their attack roll.

The Exchange

Marked for Death - Round 2 continued

Leonar ducks around Helaku and Cayenne, hurling another ball of flame at one of the black-scaled newcomers. The dragon-man ducks and the fistful of fire burns harmlessly on the ground. A near miss!

Shaylar draws two arrows, fitting them to his bowstring one after another. He aims at one of the dragon-men harassing Ambrose to draw their attention away from the cavalier. One arrow hits, while the other thunks into the side of the farmhouse. 7 points of damage to the dragonspawn to the right of Ambrose. Meanwhile Dapples dances away from danger as Fang closes on one of the warriors attacking Aleste. The wolf darts in with hackles raised, but a brutal kick from the warrior keeps Fang at bay.

Ambrose draws his sword. The two dragon-men flanking him are tough warriors. They raise falchions and take advantage of his action to try to slice him from the saddle. Ambrose twists and turns to deflect their attacks, but they manage to get in two hits. Excellent maneuvers, but they had incredible rolls for their attacks of opportunity, inflicting a total of 13 points damage. Ambrose strikes back, hitting the lead warrior through its armor. Smoke rears up and lashes out as well, dealing the warrior a strong kick. The dragon-man seems to shrug off most of the blow however. Ambrose's strike hits for 9 points damage and 5 points cold damage. One of Smoke's hooves connects but the damage is reduced to 1hp.

The two remaining hobgoblins throw themselves into the fray. One rushes over and tries ineffectually to pull Ambrose from the saddle. Ambrose you get an attack of opportunity against this one.
The other charges at Leonar, trying to cut down the druid with his longsword. Leonar takes a wound in the side. Down in the pit the ogre and his hobgoblin ally languish. Just hits for 6 points damage.

Helaku dismounts and zaps bolts of fire at the nearest warrior. They both hit the dragon-man, burning it terribly! Both bolts on target scoring 31 points damage.

Aleste's in a tight spot, caught in between two dragon-warriors and their falchions. He tries to tumble out of the way, but the warriors aren't fooled and both slice into him, leaving the alchemist reeling. Two attacks of opportunity causing a total of 18 points damage.

Round 3
The dragonkin press their attack. The two attacking Ambrose launch blinding attacks, and he is hard-pressed to deflect them all. Another blow gets past his armor, and he feels the pain. 8 points damage.

One of the others attacking Aleste continues to hound him, and cuts him down with a vicious swipe! 6 points damage puts Aleste into the negatives (again!).

The fourth dragonkin leaps in to attack Helaku, getting two strikes on the unprepared sorcerer. 5-foot step to make a full attack, two hits dealing total of 15 points damage.

Suddenly, the two dragonkin and the hobgoblin warrior surrounding Ambrose grow to enormous size! The Lion of Brindol looks very small, penned in between them. At the same time, a great hideous beast manifests beside Leonar and Helaku. It looks like a burly, snarling canine beast whose front paws look more like humanoid hands, and with a bat-like face. As it looms over the two spellcasters, it weaves a spell and a pall of fear hangs over you like a lead weight. Leonar and Helaku if you have weapons drawn you can make an attack of opportunity against this creature. Please if Leonar, Helaku and Shaylar can make a Will save against DC 16 or else take a -2 penalty to attack rolls, damage rolls, saving throws, skill checks, and ability checks. Helaku and Shaylar please if you can also roll for Cayenne and Dapples and Fang. Any special tricks you have up your sleevs, now's the time to employ them!

DC 17 Knowledge (planes) check:

By the gods, it's a greater barghest! A fiendish relation of goblins and hobgoblins, these hateful creatures come to the Material Plane to feed. They have magical powers of invisibility, mobility, and misdirection, and as it devours its enemies it grows stronger. They are best hit with magic, and are lawful in nature.

DC 24 Knowledge (arcana) or DC 19 Spellcraft check:

The creature is casting a spell of crushing despair.

DC 24 Knowledge (arcana) check:

A spell of mass enlarge person was used to enlarge the dragonspawn and hobgoblin.

DC 10 Spellcraft or Knowledge (arcana) check:

That creature couldn't cast two spells at once, so something else must have cast the spell that enlarged the dragonspawn and hobgoblin.

Updated Map Go get 'em!

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons
10 - Helaku
8 - Aleste

======

GM rolls:

Shaylar ranged 1d20 + 12 ⇒ (4) + 12 = 16
damage 1d8 + 3 ⇒ (4) + 3 = 7
Shaylar ranged 1d20 + 7 ⇒ (1) + 7 = 8
damage 1d8 + 3 ⇒ (2) + 3 = 5
Fang bite 1d20 + 3 ⇒ (5) + 3 = 8
damage 1d6 + 1 ⇒ (1) + 1 = 2
dragonspawn 1 Aoo 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
damage 2d4 + 3 ⇒ (2, 1) + 3 = 6
dragonspawn 2 Aoo 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
damage 2d4 + 3 ⇒ (3, 1) + 3 = 7
hobgoblin 1 1d20 + 3 ⇒ (9) + 3 = 12
hobgoblin 2 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
damage 1d8 + 1 ⇒ (3) + 1 = 4
Aleste Acrobatics 1d20 + 9 ⇒ (9) + 9 = 18
dragonspawn 3 Aoo 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
damage 2d4 + 3 ⇒ (3, 4) + 3 = 10
dragonspawn 4 Aoo 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
damage 2d4 + 3 ⇒ (2, 3) + 3 = 8
dragonspawn 1 attack 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
damage 2d4 + 3 ⇒ (3, 1) + 3 = 7
dragonspawn 1 attack 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
damage 2d4 + 3 ⇒ (1, 1) + 3 = 5
dragonspawn 2 attack 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
damage 2d4 + 3 ⇒ (1, 4) + 3 = 8
dragonspawn 2 attack 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
damage 2d4 + 3 ⇒ (3, 1) + 3 = 7
dragonspawn 3 attack 1d20 + 11 ⇒ (3) + 11 = 14
damage 2d4 + 2 ⇒ (1, 2) + 2 = 5
dragonspawn 3 attack 1d20 + 6 ⇒ (11) + 6 = 17
damage 2d4 + 3 ⇒ (3, 4) + 3 = 10
dragonspawn 4 attack 1d20 + 11 ⇒ (1) + 11 = 12
damage 2d4 + 3 ⇒ (4, 4) + 3 = 11
dragonspawn 4 attack 1d20 + 6 ⇒ (13) + 6 = 19
damage 2d4 + 3 ⇒ (1, 2) + 3 = 6


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Will 1d20 + 10 ⇒ (13) + 10 = 23

The map isnt working. Can I 5' step and get out of the creature's reach?

The Exchange

You could try a 5foot step to the left, but the creature's big and has reach. I think it would still get an attack of opportunity as it would threaten that space as well. You could chance an Acrobatics check to tumble say, or a full defence.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

I guess I'm going to have to try to acrobatics to get out of the creatures reach before I can try to cast a spell.

Acrobatics 1d20 + 2 ⇒ (18) + 2 = 20


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

AoO: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
Damage: 1d10 + 5 ⇒ (7) + 5 = 12 plus 1d6 ⇒ 3 cold
Confirm: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Extra damage: 1d10 + 5 ⇒ (2) + 5 = 7

As the hobgoblin tries to make a grab for Ambrose, his spins his bastard sword and hacks deep into the brute, motes of chilling frost biting into the wound. Just as he pulls the blade out, the three foes around him double in size. Smoke rears and kicks at the sudden display of magic, and Ambrose locks eyes with the dragonman in front of him. "This ends!" he yells, invoking his challenge. Swift action to mark this one with my challenge, gaining a +3 on attacks against him, and a +8 to damage. Unfortunately, I also take a -2 penalty to AC on attacks from everyone except him.

The cavalier lets loose on the dragon man, hitting him with everything he and Smoke have to offer.

Bastard Sword: 1d20 + 13 + 3 ⇒ (16) + 13 + 3 = 32 (challenge)
Damage: 1d10 + 13 ⇒ (8) + 13 = 21 plus 1d6 ⇒ 2 cold
Bastard Sword: 1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 19 (challenge)
Damage: 1d10 + 13 ⇒ (1) + 13 = 14 plus 1d6 ⇒ 6 cold

Smoke Hoof: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Smoke Hoof: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Smoke Bite: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Hoof confirm: 1d20 + 4 ⇒ (13) + 4 = 17
Extra Damage: 1d6 + 2 ⇒ (3) + 2 = 5

HP: 58/79

Was just reading up on the Knight's pennon - the heroism effect lasts for an hour. Should have used it beforehand!

The Exchange

Marked for Death - Round 3 continued
Whoa! Leonar tries to tumble back out of reach of the monster before him, trying to put some distance so that he can bring his spells to bear. But the thing has long arms, and just when he thinks he's moved far enough back the creature's almost human arm sweeps out and gouges Leonar's face with ragged claws. That was a stupendous roll but sadly didn't beat the thing's CMD. 9 points damage, and if you want to chance a spell or another flame then you'll need to make a concentration check against DC 19.

Shaylar pelts two arrows at the same creature, distracting it somewhat so that Leonar can get away. Given speed by the elf's magically strengthened bow, both arrows bury themselves deep into its hide. Two hits dealing 14 points damage

Ambrose rounds on the hobgoblin warrior that had been trying to pull him from the saddle. Just as the figure is growing in size, he hacks the brute down with his sword, the wounds rimed with frost from the enchanted blade. Next he turns on one of the dragon-men, and with a blistering combination of attacks scores a number of wounds on his foe. As he does so he issues a challenge, and for the first time you see a look of uncertainty in the cold gaze of your foe. This particular enemy looks to be in a bad way now, and Smoke rises up, catching the dragon-man in the face with a flying hoof, crushing his skull. Ambrose takes down the hobgoblin with a successful critical hit, while his other attacks deal a total of 43 points damage and Smoke in with the assist to put the fella into the minuses.

Apart from the ogre and hobgoblin stuck in Helaku's magical pit, the only adversaries from the original group you spotted that are left is one hobgoblin trying to gut Leonar. As the druid tries to tumble away, the hobgoblin regular takes a swing that doesn't get past the druid's defences. He tries to follow up with another overhead chop, but Leonar easily dodges out of the way of this one. Nearly forgot this second attack of opportunity as a result of Leonar's Acrobatics attempt, but his result easily bypasses this fellow's CMD. Second attack also misses.

Helaku up!

Updated Map Adversaries that you can see, one hobgoblin fighting Leonar, another one and the ogre down in the pit, three dragon-men (one enlarged, fighting Ambrose), and a greater barghest.

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons
10 - Helaku
8 - Aleste

=======

GM rolls:

barghest AoO 1d20 + 14 ⇒ (17) + 14 = 31
damage 1d6 + 4 ⇒ (5) + 4 = 9
Shaylar bow 1d20 + 13 ⇒ (18) + 13 = 31
damage 1d8 + 3 ⇒ (2) + 3 = 5
Shaylar bow 1d20 + 8 ⇒ (19) + 8 = 27
damage 1d8 + 3 ⇒ (6) + 3 = 9
hobgoblin 3 AoO 1d20 + 1 ⇒ (18) + 1 = 19
damage 1d8 + 1 ⇒ (1) + 1 = 2
hobgoblin 3 sword 1d20 + 1 ⇒ (3) + 1 = 4
damage 1d8 + 1 ⇒ (3) + 1 = 4


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Cast defensively 1d20 + 8 + 5 ⇒ (12) + 8 + 5 = 25

Leonar reaches out and tries to burn the hobgoblin.

Melee touch attack 1d20 + 9 ⇒ (1) + 9 = 10
Damage 1d6 + 5 ⇒ (5) + 5 = 10


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku fixes the hideous beast with an equally fierce glare, fighting off the creature's spell. Cayenne isn't so lucky and cowers where he stands. Helaku steps away from the creature, but knowing it can probably still reach him, he casts carefully, guarding himself against its attacks as he fires off two more bolts of fire at the dragon man he attacked before. If it drops, he twists and fires the second bolt at the beast that tried to bespell him.
No weapon so no AoO
Will save (Helaku): 1d20 + 6 ⇒ (11) + 6 = 17
Will save (Cayenne): 1d20 + 1 ⇒ (5) + 1 = 6
Helaku takes a 5 foot step away and casts defensively.
Concentration vs. DC 19: 1d20 + 15 ⇒ (16) + 15 = 31
Ranged Attack 1: 1d20 + 7 ⇒ (19) + 7 = 26
Fire Damage 1: 4d6 ⇒ (2, 1, 1, 5) = 9
Ranged Attack 2: 1d20 + 7 ⇒ (20) + 7 = 27
Fire Damage 2: 4d6 ⇒ (1, 6, 2, 1) = 10
Ranged Attack 2 Confirm: 1d20 + 7 ⇒ (16) + 7 = 23
Extra Fire Damage 2 if confirmed: 4d6 ⇒ (6, 3, 5, 1) = 15

The Exchange

Marked for Death - Round 3 continued

*From Before*
Feeling the pain from the barghest's swipe, Leonar ducks and dodges and tries to hurl a ball of flame in the hobgoblin's face. The hobgoblin's a tough old warrior though, not afraid of magic and dives out of the way as the fire flares past. Oh man! Anything but a natural one would have been a success. Nevermind, burn him to bits next time. Your casting defensively rocked though, and beat even the barghest's hefty CMD score.

Helaku shakes off the beast's magical attack and unleashes an attack of his own. Hurling several flaming bolts, he burns the dragon-man to a crisp. The warrior's a bit charred and smoldering, but still on its feet. One hit and a confirmed critical, for a total of 34 points fire damage.

Aleste leaps back from the dragon-man trying to end his life, and hurls an acid bomb at him. The dragonspawn is horribly burned by the blast and acrid acid. 18 points acid damage.

Round 4
The giant-sized dragonspawn left facing Ambrose pounds on the cavalier with its falchion. One of the attacks cuts through Ambrose's armor, nearly deflected but inflicts a painful cut. 9 points damage to Ambrose.

Suddenly another of the large, hairy wolf-and-goblin-like things appears beside Ambrose Harrowfield and starts laying into Smoke with tooth and claw. Smoke's game, however, and deflects the majority of the attacks even though one claw rakes his belly. 12 points damage to Smoke.

The other group of opponents press their attacks. One of the dragonspawn plunges his falchion into Cayenne's side, cruelly twisting the blade to maximum effect and the horse goes down! Two successful critical hits, and Cayenne's lucky not to be killed outright! 20 points damage to the horse.

Its dragonspawn partner tries to get at Aleste, but Fang is in its face, snarling and snapping. The dragonspawn is quick, and a few fell snips of the blade leaves the wolf writhing on the ground. Another critical hit and a second hit combine to deal 19 points damage to Fang.

The beast looming over Helaku lays into the sorcerer, claws and teeth digging in. It hurts! Three successful hits with bite and claws, dealing a total of 36 points damage.

Leonar, Shaylar, and Ambrose up again.

Updated Map The fight hangs in the balance!

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons
10 - Helaku
8 - Aleste

=========

GM rolls:

Aleste bomb 1d20 + 9 ⇒ (5) + 9 = 14
damage 4d6 + 3 ⇒ (1, 6, 6, 2) + 3 = 18
dragonspawn 2 1d20 + 12 ⇒ (12) + 12 = 24
damage 2d4 + 4 ⇒ (3, 2) + 4 = 9
dragonspawn 2 1d20 + 7 ⇒ (2) + 7 = 9
damage 2d4 + 4 ⇒ (1, 1) + 4 = 6
barghest 1 bite 1d20 + 14 ⇒ (8) + 14 = 22
damage 1d8 + 6 ⇒ (6) + 6 = 12
barghest 1 claw 1d20 + 14 ⇒ (6) + 14 = 20
damage 1d6 + 6 ⇒ (1) + 6 = 7
barghest 1 claw 1d20 + 14 ⇒ (10) + 14 = 24
damage 1d6 + 6 ⇒ (6) + 6 = 12
dragonspawn 3 1d20 + 11 ⇒ (20) + 11 = 31
damage 2d4 + 3 ⇒ (1, 3) + 3 = 7
dragonspawn 3 1d20 + 6 ⇒ (19) + 6 = 25
damage 2d4 + 3 ⇒ (3, 2) + 3 = 8
dragonspawn 4 1d20 + 11 ⇒ (19) + 11 = 30
damage 2d4 + 3 ⇒ (3, 3) + 3 = 9
dragonspawn 4 1d20 + 6 ⇒ (9) + 6 = 15
damage 2d4 + 3 ⇒ (3, 3) + 3 = 9
barghest 2 bite 1d20 + 14 ⇒ (7) + 14 = 21
damage 1d8 + 6 ⇒ (8) + 6 = 14
barghest 2 claw 1d20 + 14 ⇒ (12) + 14 = 26
damage 1d6 + 6 ⇒ (5) + 6 = 11
barghest 2 claw 1d20 + 14 ⇒ (3) + 14 = 17
damage 1d6 + 6 ⇒ (5) + 6 = 11
dragonspawn confirm crit 1d20 + 11 ⇒ (16) + 11 = 27
damage 1d4 ⇒ 2
dragonspawn confirm crit 1d20 + 6 ⇒ (12) + 6 = 18
damage 1d4 ⇒ 3
dragonspawn confirm crit 1d20 + 11 ⇒ (10) + 11 = 21
damage 1d4 ⇒ 1


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose sounds out a wordless cry of battle as he wheels about on smoke to attack the goblin wolf in another flurry of chilling swipes. As he lays into the beast, he conjures up another extraordinary challenge, focusing his efforts solely on the strange creature.

Going to attempt a Ride check to negate the attack on Smoke with Mounted Combat: 1d20 + 14 ⇒ (7) + 14 = 21

Activate 2nd use of Challenge on the goblin-wolf, giving me +3 attack and +8 damage on him, -2 ac vs everyone else.

Bastard Sword: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d10 + 5 + 8 ⇒ (4) + 5 + 8 = 17 plus 1d6 ⇒ 4 cold
Bastard Sword: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d10 + 5 + 8 ⇒ (4) + 5 + 8 = 17 plus 1d6 ⇒ 6 cold

Hoof: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Hoof: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Bite: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

HP: 49/79

Smoke: 50?/62


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

If I do a 5' step diagonally up and right on the map, am I not out of the creature's reach? It looks like I should be. If not, I'll take the 5' step anyway, so next round I should be able to get even further away.

Leonar again throws a blast of fire at the giant near him.

RTA 1d20 + 8 ⇒ (6) + 8 = 14

damage 1d6 + 5 ⇒ (5) + 5 = 10

The Exchange

Marked for Death - Round 4 continued

@Leonar: Why yes, that should get you out of reach, good call.
Stepping back out of reach, Leonar hurls a ball of fire at one of the large wolf-goblins. It arcs over the hobgoblin warrior's head and explodes in front of the monster's face. Direct hit, 10 points of fire damage.

Shaylar, horrified to see Fang bleeding out, launches arrows at all comers. The first hits the last hobgoblin in the chest and takes him down. His next arrow hits deep into the dragon-man that had gutted Fang and is threatening to take down Aleste. 11 points damage to the hobgoblin with first arrow, 10 points damage to the blackspawn raider at bottom of the map. Fang fails at stabilization check, -5hp.

Ambrose circles Smoke around, trying to dodge the incoming attacks. He raises his sword to the wolf-goblin, and it howls at the challenge, recognizing that it is being called out. A quick swipe takes a tremendous chunk out of the monster, Ambrose's next strike nearly doing the same but not quite cutting through the thing's thick hide. Smoke weighs in with a ferocious volley of bites and kicks, teeth ripping off an ear. Negating the damage with a Ride check is a good idea, unfortunately the result was just a couple points shy of matching the barghest's attack roll. First attack hits for 17 points damage plus the 4 points cold damage, and Smoke's bite deals 6 points damage, helping to cut it down to size.

In the heat of the battle, you apare a glance at your comrades, to see how they are faring. You are shocked and dismayed to see Helaku sprawled on the ground, torn to shreds by the hulking goblin beast astride him. The resourceful sorcerer doesn't show any signs of life.

Aleste takes advantage of Shaylar's shots to toss an acid bomb at the dragon-man about to run him through with a falchion. The dragon-man dodges but is still coated, the green acid eating through skin and armor. The dragon-man halts, suddenly hesitant to advance on the alchemist. A flailing kick from a nearby horse is enough to knock it out. The horse moves off from the fight, whinnying in fear. With a successful Reflex save, the blackspawn only takes 8 points acid damage, and is finished off by the horse with 5 points damage.

Round 5
The two foes fighting Ambrose continue to hack away at the cavalier's defences. The wolf-goblin slashes and rends with tooth and claw as it edges around Smoke to get into a flanking position, and Ambrose is beginning to tire as some of the attacks find their mark. The heightened dragon-man decides instead to focus on Smoke, one swipe of his massive falchion nearly cleaving the horse's head from its shoulders. I think two attacks against AC 28 and 25 hit Ambrose, dealing a total of 22 points damage. The blackspawn nearly scores a critical hit on Smoke, instead dealing just 6 points damage.

The other wolf-goblin pauses to paw at Helaku's body, making sure he is dead. An evil grin of triumph creases its nearly humanoid features. The remaining dragon-man takes advantage of the cover provided by the its nearby bulk to pause and drink a potion.

Leonar, Shaylar, Ambrose up. To be fair, you've all done quite a lot of hurt, just the two barghests and two of the blackspawn raiders left to provide a threat and each has taken significant damage. Plus the ogre and the hobgoblin still stuck in Helaku's pit. It's touch and go.

Updated Map

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons, stuck in pit
8 - Aleste

========

GM rolls:

Shaylar ranged 1d20 + 12 ⇒ (10) + 12 = 22
damage 1d8 + 3 ⇒ (8) + 3 = 11
Shaylar ranged 1d20 + 7 ⇒ (15) + 7 = 22
damage 1d8 + 3 ⇒ (7) + 3 = 10
Fang stabilize 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Cayenne stabilize 1d20 + 3 - 5 ⇒ (9) + 3 - 5 = 7
Aleste acid bomb 1d20 + 9 ⇒ (16) + 9 = 25
damage 4d6 + 3 ⇒ (1, 5, 5, 3) + 3 = 17
blackspawn 4 Reflex 1d20 + 8 ⇒ (18) + 8 = 26
horse 1d20 + 4 ⇒ (6) + 4 = 10
damage1d4 + 1 ⇒ (4) + 1 = 5
horse 1d20 + 4 ⇒ (16) + 4 = 20
damage 1d4 + 1 ⇒ (4) + 1 = 5
barghest 1 bite 1d20 + 14 ⇒ (14) + 14 = 28
damage 1d8 + 6 ⇒ (7) + 6 = 13
barghest 1 claw 1d20 + 14 ⇒ (4) + 14 = 18
damage 1d6 + 6 ⇒ (1) + 6 = 7
barghest 1 claw 1d20 + 14 ⇒ (11) + 14 = 25
damage 1d6 + 6 ⇒ (3) + 6 = 9
1d2 ⇒ 2
blackspawn 2 1d20 + 12 ⇒ (19) + 12 = 31
damage 2d6 + 3 ⇒ (2, 1) + 3 = 6
blackspawn 2 1d20 + 7 ⇒ (8) + 7 = 15
damage 2d6 + 3 ⇒ (5, 4) + 3 = 12
blackspawn 2 confirm crit 1d20 + 12 ⇒ (6) + 12 = 18
damage 1d6 ⇒ 1


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose grunts out in pin as the wolf-goblin's claws find gaps in his armor and slice into his flesh. He finally notices the blood seeping out of of him through cloth and armor, and seems to slacken a bit in the saddle, beleaguered by the assault. As he slumps, his eyes peer through sweat-plastered hair at the scene around him, and his heart sinks when he sees Helaku sprawled out on the ground, smothered in blood. Though the sight brings him much dismay, it also seems to reinvigorate him, and his gauntleted fingers wrench tightly the hilt of his enchanted sword, the muscles in his left arm tightening enough to allow him to raise his shield. He clenches his teeth and focuses a gaze of defiance at the wolf-goblin, raising his sword to strike again and again. "Helaku!" he booms. "Brindol!"

Bastard Sword: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 1d10 + 13 ⇒ (10) + 13 = 23 plus 1d6 ⇒ 6 cold
Bastard Sword: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d10 + 13 ⇒ (6) + 13 = 19 plus 1d6 ⇒ 2 cold

Smoke Hoof: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Smoke Hoof: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Bite: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

If the barghest should fall, I'll redirect subsequent attacks to the dragon man (note that if my first attack should fell the barghest, the second would not be affected by challenge and would be a result of 22 for the attack roll and 11 plus 2 cold for the damage on the dragon man)

Also, Mounted Combat allows me to attempt to deflect a blow on smoke once every round, so as it is the next round I will try again to spare Smoke from the dragon-man's falchion: Ride: 1d20 + 14 ⇒ (17) + 14 = 31 If you'd like, GM, I am fine with it if you would want to roll my Ride checks for mounted combat negation in your post. Basically I would always use this action the first time Smoke was hit every round (I do not need to declare the negation attempt before the results of the attack roll are made, as the feat specifically says "when your mount is hit"). That way it is not up in the air until I post and you reply.

HP: 27/79

Smoke: 44?/62


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar calls down a flame strike upon the two southern most enemies (I think that's a barghest and a dragon spawn). He then moves 30' due south, trying to put distance between himself and the enemies.

Damage 8d6 ⇒ (1, 6, 6, 6, 4, 4, 6, 2) = 35

DC 19 Reflex for half.

The Exchange

Round 5 continued
Rallying, Ambrose strikes back at the goblin-faced wolf creature lunging at him. His frosted blade bites again and again, and it's a wonder that the thing is still on its feet. Smoke lashes out as well, but the warhorse's hooves don't seem to do much damage apart from drawing its attention. Ambrose's two attacks both hit, for a total of 42 points + 8 points cold damage. Barely on its feet.

Shaylar has found his mark and continues launching volleys at the enemy. One of his arrows scores a deep hit on the dragon-man closest to Aleste. Hits for 6 points damage. Pretty badly wounded. Meanwhile, Fang's stabilized.

Leonar follows up by calling down a column of fire on the other wolf-goblin and dragon-warrior. The dodge out of the way, but come up with fur and armor singed and smoking. Both made their Reflex saves, taking 17 points fire damage nonetheless. Both are in a bad way, though the barghets perhaps not as much as its minion.

Aleste tosses another bomb into the fray, this time a high explosive aimed at the nearest wolf-goblin. It tries to bat the bomb away, causing it to explode but perhaps deflecting the worst of the damage. Some of the fire ignites the acid still coating the dragon-man hit by Aleste's last bomb, causing it further hurt. Barghest hit by bomb but makes Reflex save, only taking 8 points half damage. The dragonspawn takes 2 points acid damage from last round's bomb as well as 7 points fire damage from the exploding bomb's splash.

Round 6
The wolf-goblin trying to slide around Ambrose's flank abandons that idea for the moment, taking a cautious step away. Suddenly it starts blinking, disappearing and reappearing on the spot in rapid succession. It would make it difficult to get a decent strike against it. Takes 5ft step back, activates blink.

The dragon warrior on Ambrose's other side tries pressing the attack against Ambrose this time, but is finding it difficult getting past the cavalier's guard.

The other dragon warrior continues to pause and drinks another potion. It seems to become reinvigorated and stands taller and straighter after your recent attacks. At the same time, the wolf-goblin next to it makes an arcane gesture and both grow to a larger size. The wolf-goblin positively towers over you now! [

Back over to you all.

Updated Map The ten-foot square indicates the location of Leonar's flame strike.

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons, stuck in pit
8 - Aleste

=======

GM rolls:

Shaylar ranged 1d20 + 12 ⇒ (16) + 12 = 28
damage 1d8 + 3 ⇒ (3) + 3 = 6
Shaylar ranged 1d20 + 7 ⇒ (7) + 7 = 14
damage 1d8 + 3 ⇒ (8) + 3 = 11
Fang stabilize 1d20 + 2 - 5 ⇒ (15) + 2 - 5 = 12
barghest 2 Reflex 1d20 + 10 ⇒ (9) + 10 = 19
dragonspawn 3 Reflex 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
acid damage 1d6 ⇒ 2
Aleste bomb 1d20 + 9 ⇒ (17) + 9 = 26
damage 4d6 + 3 ⇒ (4, 4, 5, 1) + 3 = 17
barghest 2 Reflex 1d20 + 10 ⇒ (19) + 10 = 29
1d2 ⇒ 1
dragonspawn 2 1d20 + 12 ⇒ (5) + 12 = 17
damage 2d6 + 3 ⇒ (1, 3) + 3 = 7
dragonspawn 2 1d20 + 7 ⇒ (2) + 7 = 9
damage 2d6 + 3 ⇒ (6, 2) + 3 = 11
CMW 2d8 + 3 ⇒ (7, 1) + 3 = 11


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar calls down his second flame strike upon the two southern most enemies. He moves another 30' due south.

Damage 8d6 ⇒ (2, 6, 6, 6, 3, 4, 6, 3) = 36

DC 19 Reflex for half.

DM, last round, I moved 30' south that didn't make it on the map apparently. That should put me right outside of their reach. And after casting, I am moving another 30' south, hoping to stay away from the baddies as much as possible.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Granting the goblin-wolf his brief respite, Ambrose focuses his efforts on cutting down the dragon-man.

Bastard Sword: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d10 + 5 ⇒ (10) + 5 = 15 plus 1d6 ⇒ 3 cold
Bastard Sword: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d10 + 5 ⇒ (8) + 5 = 13 plus 1d6 ⇒ 4 cold
Confirm: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Hoof: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Hoof: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Bite: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

The Exchange

Sorry folks, was away for the long weekend, tried to put a post up before leaving but Paizo site was unresponsive, and it's happened a couple times this week as well while trying to catch up. Not sure if I keep logging in when Paizo does regular maintenance on the site, or if it's when the site's busiest, or if it's due to their new Twitch venture, but hopefully this will be a successful post.

Round 6 continued
Leonar calls down another flaming strike on the group of ambushers nearest to him. Not wanting to be caught in their trap, he edges further and further from the farmhouse as the cascading column of fire catches the up-sized wolf-goblin and dragon warrior. The wolf-goblin is walloped as it reels out of the way, and the dragon warrior takes the brunt of the blast, leaving only a charcoaled ruin that shrinks as the figure reverts back to its original size. Oops forgot to move your icon before taking a screen shot of the map. With the two 30ft movements that puts you 25ft off the southern edge of the map. The barghest made its Reflex save in style but the 18 points half damage still hurt it significantly. The dragonspawn didn't and had been down to 15hp, so it's toast.

Shaylar stays where he is, sweat beading his brow as he tries to keep up a steady stream of arrows flying at his enemies. He focuses on the wolf-goblin nearest, hitting it with one shot. As he reaches for another arrow, the enormous monster charges at him, but another arrow drops it to the ground in a cloud of dust. 2 successful hits, for a total of 21 hit points, and the thing is down and bleeding out. Shaylar's player reported elsewhere that he's had some RL stuff going on, hopin that we'll get him back in the game soon, glad that you're doing better Werner.

Ambrose and Smoke dance about, moving as one. They coordinate their attacks to try and take down the last remaining dragon warrior. The enemy's unready for this onslaught and with an expert maneuver Ambrose manages to skewer the warrior twice while Smoke delivers a bite that nearly crushes its shoulderblade. It staggers, nearly ready to topple. A nicely timed critical hit! Three successful hits, for a total of 50 points damage, and a once healthy dragonspawn is now on the brink of ruin.

Suddenly from the corner of your eye you see a javelin thud into the ground at the edge of the pit conjured by Helaku. The hobgoblin that had been stranded in their seems to be spitted on the weapon, and as its dead body slides down the shaft, it seems to help anchor the javelin. A large meaty hand reaches up to grasp the projectile, and the ogre slowly levers himself out of the pit. He looks around at the carnage around the farmhouss, and hightails it into the woods. Slowly, inch by inch the battle seems to be turning in your favour.

Aleste races forward, dropping beside Helaku. He checks the fallen form for any signs of life, and as he looks up and meets your eyes, he solemnly shakes his head.

Round 7
The dragon warrior takes a step back from the melee and hurriedly clutches at a flask. Unstoppering it, the warrior downs the contents, and you don't think it's merely for courage either. Some of its wounds seem to heal some, and it looks ready to leap back into the fight. 5 foot step to drink potion.

Its companion seems to have different ideas. Glancing around as it too backs away from the cavalier's attacks, it barks something at the dragon warrior before uttering a quick incantation. Instantly it disappears. 5 foot step and casts spell. The dragon warrior, fanatical, is ready to take you all on.

Knowledge arcana check DC 24 [/dice:

The barghest cast dimension door. It's out of sight, but is likely still in the area, several hundred feet away.

Just the one dragonspawn left! Now it's Photobucket that's not working properly so can't upload the map, but it may be that you don't need it. Leonar, Shaylar, and Ambrose up.

Initiative
26 - First group of ambushers
17 - Leonar
16 - Shaylar
13 - Ambrose
8 - Aleste

=======

GM rolls:

barghest 2 Reflex 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28
dragonspawn 3 Reflex 1d20 + 8 ⇒ (10) + 8 = 18
Shaylar ranged 1d20 + 12 ⇒ (9) + 12 = 21
damage 1d8 + 3 ⇒ (8) + 3 = 11
Shaylar ranged 1d20 + 7 ⇒ (16) + 7 = 23
damage 1d8 + 3 ⇒ (7) + 3 = 10
ogre Climb 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
CMW 2d8 + 3 ⇒ (6, 5) + 3 = 14


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar uses his Summoning ability, turning Wind Wall into SNA3, bringing a leopard onto the battlefield, next to the dragon warrior.

Can summon a feline as a standard action. It gains temp HP equal to Druid level, so 27 HP total.

The leopard growls and attacks the dragonbeast.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

The leopard full attacks the dragon beast.

Bite with Augment Summoning 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Claw one with Augment Summoning 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage 1d3 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Claw two with Augment Summoning 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damage 1d3 + 3 + 2 ⇒ (1) + 3 + 2 = 6


With only the dragonspawn left in the fight, I shift my focus and start peppering it with arrows, intent to finish it off as soon as I can so that I can go check on Fang.

Attack: Longbow (Manyshot) 1d20 + 14 ⇒ (20) + 14 = 34
Attack: Longbow (Crit check) 1d20 + 14 ⇒ (12) + 14 = 26
Attack: Longbow (Second) 1d20 + 9 ⇒ (13) + 9 = 22
Damage: Longbow (Manyshot) 1d8 + 3 ⇒ (6) + 3 = 9
Damage: Longbow (Crit damage) 2d8 + 3 ⇒ (3, 4) + 3 = 10
Damage: Longbow (Manyshot) 1d8 + 3 ⇒ (4) + 3 = 7
Damage: Longbow (Second) 1d8 + 3 ⇒ (8) + 3 = 11


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose closes on the final enemy to bring these foes to an end.

Bastard Sword: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d10 + 5 ⇒ (10) + 5 = 15 plus 1d6 ⇒ 4 cold
Bastard Sword: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d10 + 5 ⇒ (1) + 5 = 6 plus 1d6 ⇒ 5 cold

The Exchange

Round 7 continued
Leonar uses his nature powers to summon a feral leopard. As quick as thought the leopard appears and leaps at the enemy. The dragon-warrior brings its falchion down in a cleaving cut, the leopard takes some damage but pounces and digs its claws deep. The dragonspawn makes an attack of opportunity with its improved reach, cutting the leopard for 12 points damage. The leopard scores two successful claw attacks, dealing 14 points damage.

Shaylar turns and looses two arrows at the dragon-warrior. The first strikes a mortal blow, hitting it in the throat. Shaylar's second arrow hits it in the heart, and the warrior goes down! Ambrose's sword is already slicing down as well, and hews the dragon-warrior's head even as the body begins to shrink back to its regular size. Shaylar scores a critical hit with first arrow and another hit with his second, for a total 37 points damage. Ambrose's attacks would have scored a killing blow as well. Victory!

You check the bodies of the two people tied up by the farmhouse, unfortunately they're both dead. Alas, so is Helaku. Aleste looks up from his place beside the sorcerer's body. "I'm sorry, there was nothing I could do. He's dead."

Is Leonar going to use the staff? Otherwise Aleste could try, with a UMD attempt.

Examining the bodies, you find the following items of note: four plain looking but well-made falchions (masterwork). Eight javelins, two potions of green liquid, eight potions of amber liquid, four potions with a rubber stopper, four potions in small glass vials, and two further potions in metal bottles. These were recovered from the four dragonspawn warriors. From the five hobgoblins you also retrieve five longswords of craftsmanship similar to the falchions (masterwork), five composite longbows with a tight pull (+1 Str), five suits of chainmail armor and heavy steel shields.

Daylight is fast fading, and you consider whether to press on or to shelter in the farm cottage or nearby for the night.

Spellcraft DC 17:

Two potions of Cure Moderate Wounds.

Spellcraft DC 17:

Eight potions of Invisibility.

Spellcraft DC 16:

Four potions of Jump.

Spellcraft DC 16:

Four potions of Pass without Trace.

Spellcraft DC 16:

Two potions of Protection from Good.

=========

GM rolls:

dragonspawn AoO 1d20 + 12 ⇒ (15) + 12 = 27
damage 2d6 + 3 ⇒ (4, 5) + 3 = 12


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

As the head of the dragonman strikes the ground, it sounds out much like a clock's strike to Ambrose, followed by silence. Suddenly, his armor and sword feel so heavy, and as he slumps back in the saddlw his arm falls to dangle at his side. Blood, sweat, and grim plaster his face and hair and his breathing is labored. Surely, this was the most exhausting encounter against this Horde.

He then remembers Helaku and shakes himself loose of stupor, driving heels into Smoke back to the others, where he makes as smooth a dismount as he can muster in his present state. Dropping the blade to the ground, he approaches just in time to hear Aleste's grim announcement. A heavy sigh escape's the knight and he drops to a knee beside the alchemist. He puts a gauntleted hand on the other man's shoulder. "It's not your fault. These enemies were fierce...I should not have ridden ahead and left the rest of you to be surrounded. This scene of torture stoked my ire, I admit, but I can make no excuses." Looking down at Helaku, he shakes his head. "I am sorry, my friend. You fought well, and bravely, and on behalf of my home, though it was not your own. I will not forget that sacrifice, and I will make sure no one else does, either." Standing up, Ambrose looks around the area.

"I do not wish to dishonor Helaku, but night creeps upon us. We need to regroup and figure out what to do next. That ogre and that strange horror both escaped. If they rally reinforcements, this is the first place they will look. It is not safe to remain here."


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"Hold up for one second, Ambrose. I think I have something that might help us with our situation. Remember the Staff of Life we recovered earlier? This powerful magic might be enough to bring our friend back.". Leonar pulls the staff and stands over his fallen friend. He attempts to let the power of the staff flow through his being, and use that power to force Helaku back to the land of the living.

The Exchange

Leonar pulls the staff of life and stands over his fallen friend. The white oak is carved to resemble braided bands of holly and oak boughs, twisted around a unicorn's horn at the end. Intricate carvings of the cycle of life and death hint at its power. The lion shaman stands over dead sorcerer roars a summons to the spirits of the land to awaken the power of the staff. At first nothing happens, but then Aleste comes forward and grasps the staff as well. Between the two, the staff suddenly erupts and crackles as red motes of arcane energy arc between the staff and Helaku. You don't realize you are holding your breath until Helaku suddenly gasps for air, filling his lungs. The sorcerer sits up, groggy, staring back at the rest of you!

I wasn't worried about you all being able to use the staff as I thought raise dead was on the druid spell list - not! Aleste was able to help out with a timely UMD check. Helaku's back - hurrah! - with unfortunately two negative levels as a circumstance of the spell. Currently with 8 hit points. The spell used up five charges out of seven on the wand, meaning it can cast Heal twice before needing recharged - Heal is a druid spell luckily.

Also wanted to point out that Fang and Cayenne were both taken down during the fight. Both stabilized, but are still into negative hit points.

GM rolls:

Cayenne stabilize Round 6 1d20 + 6 ⇒ (3) + 6 = 9
Fang stabilize Round 7 1d20 + 5 ⇒ (16) + 5 = 21
Cayenne stabilize Round 7 1d20 + 6 ⇒ (14) + 6 = 20
Aleste UMD 1d20 + 7 ⇒ (17) + 7 = 24


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

As Leonar explains the staff, Ambrose looks somewhat surprised. "I was unaware that we had such a powerful relic! Truly, this staff can pull him from death?" Whatever skepticism the knight has is soon washed away as Aleste and Leonar work together to implement the magic held within the staff, and he nearly topples over when Helaku regains consciousness and sits up.

"By the blade of Heironeous! It worked! Helaku, how do you fare? We nearly lost you, my friend, but it seems the gods are with us. Can you stand?"


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku looks around confused. Then looks down at his ragged and bloody clothes. "How am I alive? I felt it tear me apart." He struggles shakily to his feet.

The Exchange

Pleased to have Helaku back in the land of the living, you take care of the bodies of the two farmers and travel further on to find a place to camp for the night. Somewhere defensible, and you keep a strong watch through the night in the expectation that you will be attacked again. You manage to find a rocky bluff that should help to keep anything from sneaking up on you from most directions, and a strong fire helps to guard the only approach.

As you recount the day's events, Aleste sits, brooding. Eventually he kicks his foot in agitation, striking one of the logs jutting from the fire. "We were betrayed! They must have known we were traveling that way. They were expecting us, I'm sure of it. But how could anyone know?"

Next time - The Ghostlord's Lair!


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

"It did. To be most blunt, you died, my friend. Fortunately, a relic we acquired in Vraath Keep held enough powerful magic within for Leonar and Aleste to bring you back to us. Now, I do not mean to make light of this, but we must depart. At least two of our enemies escaped, and we need to be gone before they return with more."

At the camp;

"You think, Aleste? Hm...I suppose it wouldn't be too out of the question. This horde is well endowed with magic. Perhaps they are watching us from afar? Divination, I believe they call it? Or a more mundane approach...scouts, spies...Leonar becomes an eagle, perhaps one of them can become a bird as well. Too many possibilities. Too many enemies. And if goblins, ogres, ettins, trolls, mages, dragons, dragon-men, goblin-wolves, gnolls, harrowblades, and minotaurs weren't enough...now we walk willingly into the arms of a lich. People will think us mad. Or they'll sing songs of us for centuries. Or both." Ambrose lets out a chuckle in spite of the situation, but grows grim shortly thereafter.

"Regardless, while I think we are doing good work on these missions, our actions against these remote wyrmlords will not win this war. It all has to come to a head eventually." He stands up and goes near the fire, looking out from the bluff at the land beyond. "Come what may, it has been an honor fighting beside all of you. I am glad we were able to undo what Helaku suffered, but I am not so naive to think that we will have the same fortune again. I will vow here and now that so long as I draw breath I will do everything in my power to make sure we do not have a repeat of that battle. This land may not be home to all of us, but together we have defended it, and I will never forget that. As far as I am concerned, I can count you all among my kin and countrymen. I look forward to toasting our victory with dragon horn cups." A smile accompanies the last words.

"Get some rest. I'll take watch."


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"Clearly they knew that we didn't normally ability to see invisibility. From now on, we need to try to deal with that better. I can't think of any spells that I've been taught to do so, unfortunately. And yes, Helaku, glad to have you back in the land of the living. Fight's far from over though."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Gods. Thank you for bringing me back. It feels though that it might be quite some time before I am fully myself again."


"Welcome back Helaku. I was sure we'd lost you there. Good thing Aleste and Leonar were able to bring you back." Turning around I lay my arms around Fang's massive neck and hug the big wolf. "Now as for you, my friend, don't you dare scare me again like that. It really was a close call and I was sure you were a goner to too. I know I can't keep you out of the fights we get into, but please be a wee bit more careful, okay?" Looking into the wolf's yellow eyes, I see a spark of understanding in their depths and I put my face back into my friend's fur.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Me too Shaylar. If we didn't recognize how deadly this was becoming before, surely we do now. I'm going to be making a lot more use of flight and invisibility in the future."

The Exchange

The Thornwaste

Fortunately, the night proves uneventful, affording you the opportunity to rest and recover, nursing back Helaku, Fang and even Cayenne. Feel free to continue role-playing your conversation if you wish, but I'll move things along a bit. Also, a judicious use of six charges of Leonar's CLW wand would bring Fang and Cayenne back near to full strength.

The following day you begin to head into the Thornwaste. For those of you not native to Elsir Vale, you've certainly become acquainted with the region's geography. You've braved the tangled tracks of the Witchwood, and the flooded reaches of the Blackfens, but none of that has prepared you for these desolate wastes. Even the Wyrmsmoke Mountains to the north are more densely populated, if only by goblins and their kin. A maze of broken hills, briar-choked ravines, and thistle-clogged fissures, even with horses it's a real slog. Worse, the countless thistles and thorns have a way of working themselves through armor and clothing. Overland movement rates are reduced by half. Also please if everyone can make a Reflex save against DC 15 to avoid taking 2 points of damage from these thorns. A failed save also means that movement speeds are reduced by half, the same as if you had stepped on caltrops. Please also roll for any horses or wolves under your control as well, though if anyone has a natural armor bonus of at least +3, the woodland stride ability, or at least 5 ranks of Survival, you can avoid having to make the dice rolls altogether.

You feel fortunate that you do not have any encounters while traversing this forlorn landscape. Instead, you feel choked with dust, and even your water begins to taste like ash after a while. The going is slow, but after four days you discover the Ghostlord's lair, atop a low, barren mesa. The imposing structure is shaped roughly like a crouching lion, as if ready to pounce on a nearby hill. The cyclopean monolith is composed of a dull tawny stone. It looks to be about two hundred forty feet in lenth, and the top of its maned head rises over eighty feet from the ground. There seems to be some sort of hollow between the lion's front paws, in the area bordered by its chest. Likewise, hints of a dark cave are apparent in its gaping jaws. Dark clouds fill the sky, and the rumble of thunder rolls over the land.

How would you like to proceed?

The Ghostlord's Lair

========

GM rolls:

1d100 ⇒ 70
1d100 ⇒ 35
1d100 ⇒ 45
1d100 ⇒ 96
1d4 ⇒ 2
1d100 ⇒ 71
1d100 ⇒ 90
1d20 + 14 ⇒ (9) + 14 = 23
CLW 1d8 + 1 ⇒ (4) + 1 = 5
CLW 1d8 + 1 ⇒ (7) + 1 = 8
CLW 1d8 + 1 ⇒ (5) + 1 = 6
CLW 1d8 + 1 ⇒ (6) + 1 = 7
CLW 1d8 + 1 ⇒ (8) + 1 = 9
CLW 1d8 + 1 ⇒ (2) + 1 = 3


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Smoke has a +8 natural armor bonus, so it looks like she's in the clear. Assuming I stay mounted while we travel, would that exempt me from the checks? Also, with four nights of rest, natural recovery rates would bring me to 59 hp out of 79 and fully heals Smoke, so I wouldn't say no to a a charge or two from the wand either.

That is...quite the structure. What do you say, Leonar? Care to make it your own if we evict this lich? Ambrose gives the druid a wry smile. "Only a jest. This dry, thorny misery would make a beardless dwarf want of humor. Anyway...from this distance, that space between the paws seems to be the only entrance, lest we scale the beast and jump down its maw. Stone or no, I don't much like the thought of that. I don't much like the idea of walking into that chokepoint, either. Shall we scout it out?"


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

aive got Woodland Stride.

"I do like the layout, thatsfor sure. The undead has good taste. Wonder if he'll be more reasonable than others of his kind?". He nods at the suggestion of entering between the paws.

Roll you charges from the wand and tell me how many to mark off.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Is it just one save per day or one per hour or some other frequency. For now, I'll assume one per day.
Helaku Day One: 1d20 + 4 ⇒ (15) + 4 = 19
Helaku Day Two: 1d20 + 4 ⇒ (7) + 4 = 11
Helaku Day Three: 1d20 + 4 ⇒ (14) + 4 = 18
Helaku Day Four: 1d20 + 4 ⇒ (5) + 4 = 9
Cayenne Day One: 1d20 + 5 ⇒ (6) + 5 = 11
Cayenne Day Two: 1d20 + 5 ⇒ (20) + 5 = 25
Cayenne Day Three: 1d20 + 5 ⇒ (7) + 5 = 12
Cayenne Day Four: 1d20 + 5 ⇒ (2) + 5 = 7
Two failures for Helaku. Three for Cayenne. As long as these rolls are per day, we'll recover the two lost hp each night from regular rest So, we should just need healing when we arrive at the Ghostlord's Lair. One charge each for Helaku and Cayenne.

The Exchange

The rolls to avoid the thorns represent a whole day. So the hit point damage may be incidental, but the movement penalty persists for 24 hours as your feet and/or legs are injured by the pernicious thorns. Ambrose, if you could roll for yourself as well. Each of you probably would be protected for the most part while mounted, but you would need to dismount at least once throughout the day, and these thorns seem to be everywhere.

With the lion-shaped edifice, it certainly does seem like a place that a lion shaman like yourself would feel at home. Do you want to approach in daylight or wait until nightfall?

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