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240 posts. Alias of Lucendar.


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Kwin Avassar wrote:
Kwin moves to L3 and makes his presence known to the orc (M4) with an opening slash.

Kwin's dagger punctures a rib and the orc archer cannot ignore the severity of his wounds and he falls to the ground dead.


Menas Kriger wrote:
Not to be picky but if the rocks and the fire are big enough to prevent my charge surely firing arrows through them provide me with a small cover bonus, say +2? :)

I missed the fact that the arrow's trajectory went through the fire. Sounds reasonable. Arrow missed then.


Summary of Round 3:
Orc archer shoots Menas, misses
Orc archer shoots Justified, wounds him
Orcs throw javelins, drop Justified, blood seeping onto the ground in a pool beneath his body
Menas throws javelin, critically wounding orc archer in the stomach, but he refuses to die, still standing due to their ferocity
Kwin double moves
Quain charges and skewers orc, refuses to die
Justified bleeds

Round 4: Orcs' turn
Orc archer in L3 moves closer to M4 and shoots Menas, penetrating his defenses, earning a smirk as his arrow lands true! Yet the archer's wounds continue to bleed profusely!
Attack on Menas: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Damage: 1d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Other Orc archer, not wounded as grievously, moves to M8 and shoots Menas also but his shot is high and misses by a mile!
Attack on Menas: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9

The orc skewered by Quain grits its teeth, curses him in orcish, steps 5' toward the ranger and swings his falchion at him, inflicting a grievous wound across the ranger's abdomen!
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10

The last orc sees the wounded Menas and tries to finish the job, but barbarian's defensive stance deflects the blow at the last second!
Attack: 1d20 + 5 ⇒ (15) + 5 = 20

Summary: Menas suffers 9 damage
Quain suffers 10 damage

Updated Map
Menas, Kwin, and Quain are up!


Justified: I get the Dex and AC from the Breastplate. Where does the +1 shield bonus for wielding the weapon 2-handed come from? It's not from the weapon or your traits or feats or your archetype, so I am confused. At no time, did you state you were using combat expertise, so please let me know. Maybe I missed something. If your AC is 19, both attacks would have hit this round and nothing is changed.


Quain wrote:
Just one question about the two orcs that threw javelins. Have they dropped their falchions or sheathed them?

Neither, they gripped their falchions at their sides with one hand, while they drew and threw their javelins one handed and then re-gripped them.


Round 3: Orcs' Turn

The Orc archer in L3 shoots Menas:
1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

The Orc in O11 shoots Justified:
1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Damage: 1d8 + 1 + 2 + 2 ⇒ (4) + 1 + 2 + 2 = 9

The orcs forming the defensive wall change tactics, draw javelins and throw them at Justified, dropping him!
Attack #1: 1d20 + 1 ⇒ (5) + 1 = 6
Attack #2: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

The orcs with the prisoners are no longer in sight, disappearing into the depths of the cave!

Summary of damage:
Orc in L3: -15
Orc in O11: -13
Orcs in R & S 9: Unharmed
Justified: -9-9-7 (-25)
Quain: -4
Menas: -9

Updated Map

Party is up!


I need Kwin's Round 2 action. Since I don't want to run the monk, I will rule that Haterivet is hanging back, instead of engaging them so scratch his Round 2 action.


Dot...


Cannot charge, the fire is an obstacle in the way.


Damage for shortbow: 1d6 + 3 ⇒ (4) + 3 = 7

Quain's arrow hits the archer, but he refuses to die, though he is bleeding profusely!

Did Menas drop his pack gear? I will assume so. Otherwise, he can only move 40' as a double move and not reach Justified.

Round 2: Orcs' turn!

The wounded archer shoots Quain:
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

The other archer shoots Justified and moves 20' closer, but misses this time!
Attack: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9

The orcs with the prisoners double move back into the cave, commanding the family to follow them, using the prisoners as shields, with the mother carrying the baby.

The other 2 orcs continue the same pose, grunting and baring their teeth at the party, as they grip their falchions tightly!

Updated Map

Party is up!


Okay, Justified, I have your armor at 18 (+6 armor, +2 Dex); a glaive is a 2-handed weapon, can't wield it with a heavy shield.

Menas screams and Justified moves up, alerting the orcs to an attack. Two of the orcs move to the merchant and his family and grab them, using them as human shields from any more ranged weapons! The archer hurt by Menas, shoots him, with his composite longbow but the arrow bounces off his armor. The second archer shoots Justified, screaming "Die, human scum! I will add your skull to my collection!" The arrow penetrates deeply into Justified's ribcage, causing a grievous wound.

Menas attack: 1d20 + 3 - 2 + 2 ⇒ (10) + 3 - 2 + 2 = 13
Justified attack: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

The two last orcs move up, drawing their falchions and stand shoulder to shoulder, forming some type of defensive wall.

Updated Combat Map

Party is up!


Justified, did you not read my post??? I don't see your equipment anywhere on your profile.


Okay, with a -4 penalty, the javelin hits but the archer is still up.


Summary of Surprise Round:
Menas moves up and throws javelin (range 30') at archer in H4 (135' away), so the range penalty is -8, not -2 and hits him but does not penetrate his hide armor.
Same result with Quain's bow shot.
The rest of the party moves up.
Orcs growl, as they realize they are under attack!

Initiative:
Haterivet: 1d20 + 4 ⇒ (4) + 4 = 8
Justified: 1d20 + 2 ⇒ (15) + 2 = 17
Kwin: 1d20 + 3 ⇒ (6) + 3 = 9
Menas: 1d20 + 3 ⇒ (10) + 3 = 13
Quain: 1d20 + 4 ⇒ (5) + 4 = 9
Orcs: 1d20 ⇒ 15
Orcs archers: 1d20 + 4 ⇒ (12) + 4 = 16

Initiative Order Round 1:
Justified
Orc archers
Orcs
Menas
Quain
Kwin
Haterivet

Justified, I don't see any equipment on your sheet. Or how you calculate 20 AC or 30 speed. Please advise/amend before you post your action for Round 1.


The prisoners are sitting on the ground. Yes, you have line of sight to the second archer if you move from behind the trees, but he does have soft cover.


Ah, okay. Thanks Quain. That's Menas' action, what is everyone else doing?


Menas Kriger wrote:
move to AI5 and throw a javlin at the H4 archer, attack roll with range penalties.

Menas, you start off where I put you on the map. If you mean you move to AA15, that's 80' of movement from your current position, so you either run for 1 round or double move for 1.5 rounds. If that's the case, we first resolve your movement to see if you're spotted before any attack rolls.


Haterivet wrote:
How large is the entrance to the cave - for medium sized creatures or larger? Could it be collapsed maybe? Are there any signs of dug up, concealed holes on our way in? Some signs of (semi-domesticated) animal presence?

Cave entrance is about 10' high. It could be collapsed with high level magic or hours of pickaxe. No concealed holes or animals that you can see. Heck, if they're eating horse flesh, it seems pets wouldn't last long.


Please remember that for stealth, you need cover and/or concealment. As evident from the map, there is no cover other than the copse of trees you see.


Zarael casts Mage Armor on Haterivet and wishes the party luck. You follow the tracks for 2 more hours off road, as twilight begins to set in. You follow carefully on the rocky terrain and dried mud, before hearing noises and seeking cover among a copse of dead trees. What you see is an odd circle of stone rocks/boulders about 2' high, wherein lie bound a human male, female, and child. Around the circle are four bestial savage humanoids, with green-gray skin and greasy black hair, easily recognizable as orcs! They stab at the bound humans with the flat of their falchions, as they laugh and point to the two fire pits that flank the circle of stone. Occasionally, one of the orcs pulls some horse flesh roasting in the fire pit and eats it in front of the humans, causing them to cry and scream, with no hope in sight, only inciting the orcs to more laughter and enjoyment of their game. You see two other orcs standing at the entrance to a cave, presumably on guard duty, not participating in the game, armed with longbows. The cave tunnel turns so you cannot see further in. You are about 110' from the nearest orc.

Map

What do you do?


Getting late, will update tomorrow.


Quain looks over the scene. The arrows left behind are all broken or discarded. Taking a look inside the wagon, he sees evidence of possibly three people, one of them a child by the small toys found on the ground. Piecing the scene, it seemed the wagon was ambushed by archers from behind the rocks, killing the driver and the horses first. There are no other pools of blood and the tracks are more heavily imprinted on the way up the hill, so perhaps, the prisoners were carried off, some or all of them bleeding. Quain reaches the boulders and sees the boot imprints of medium size humanoid creatures, perhaps 6' tall, about 6-7 in number that were in waiting. The blood trail continues to the east and is no more than 2 hours old. He relays this information to the party. He also tells them by some odd strands of hair he found that the attackers were not human.


No enemies present behind the wagon other than the body of what you surmise was the driver by his formal uniform, a human male in his late 40s. Lots of blood from the man and the corpses of the 2 horses stains the ground. The wagon was similar to yours, a driver up front with a covered awning for supplies/passengers.


As Menas moves up the hill, he spots a faint trail of blood droplets also leading in the same direction.


The boulders are 50' east from the road, up a hill. As Justified approaches the wagon, he sees a bloody hand dangling over the side of the wagon, unmoving.


We are not in Round time so you can just announce your actions. You spot 2 dead horses behind the overturned wagon, pieces of flesh missing from both of them. Justified also notices numerous arrows sticking from the wagon, in the horses, and lying on the ground as well.


The terrain here is plains with hills. I will assume Justified jumped out of the wagon to notice the following details. He notices the wagon is facing you, so it is likely it was coming in the opposite direction, especially since no wagon passed on you on the way here. He senses no danger from the surrounding areas, although there is a gravelly road branching east, further into the mountains, and there are some boulders which seem oddly placed up that road some 50'.


No dangers stalk you that night, though you find it refreshing to not smell your own feces, as you did in prison. Over the next few days, you eat and sleep and ride toward Korvosa, the Mindspin mountains to your east. Zarael speaks very little to any of you, and it is clear he is not happy to be in your company. Three days from Korvosa, Quain and whoever rides with him see something on the road as you round the bend: an overturned wagon and lots of blood smears at a distance of 50 feet. It is about about 3pm on a cloudy afternoon.


I was picturing something like this but longer with horses: Wagon


The first day passes without incident. Do you post regular watches for the rest of the trip and if so, let me know them, just in case? Zarael needs 8 hours of sleep so he's not involved.


Who's driving the wagon? There's space for 2 up front and 4 in the back. Zarael and Menas are already well settled in the back.


Haterivet wrote:
I would like to try and use hunch, to determine if mage knows something more, and is keeping it away from us, or is maybe even lying to us

Haterivet:
The elf is being quite sincere and he is confident in his abilities. It seems he has associated with people of your ilk before.

Answers to Haterivet's Questions:
The Baron previously told Haterivet as much as he could about Anabel, which was not much. Though he loved his daughter, it was obvious it was from afar, as they were not close, so he does not know her deepest intimate secrets nor her mannerisms. As for the Knights, he never met them, just heard about them. He told you all about them already. He has no information on the ziggurat, as he's never been in it, but he points it out on the map (under Castle Korvosa). Did I miss anything?


The mayordomo takes care of your "special needs" for the night.


Waiting to hear from Quain and Justified on the offer.


Would be the perfect disguise that you are worried about. Nothing like authenticity! LOL..


Just waiting to see if Hater posts to continue with the story.


Menas, your "lawyer" argued the assassins were self-defense; what sunk you at trial was that they spoke with the dead noble via spell, who identified you as the murderer and that was the basis of your conviction.

The gnome walks over and channels: 3d6 ⇒ (1, 5, 4) = 10


Gnome: "There you have it, the 5 survivors of the 5 Trials!" The crowd cheers, glad to have witnessed a spectacle of death and seen so many murderers meet their just end. Those with coin invested are clear to see: some Quain supporters sad to see they pulled out of betting on him in the last Trial; some Menas supporters extremly sad they didn't bet earlier when the odds were truly astronomical; some Justified supporters, happy to make some coin; some Gaza supporters depressed as hell as that the priestess who could "rise above the ground" died; some Kwin supporters happy to have the forethought to bet that the small thief would escape the notice of the heavy hitters; and finally, some Haterivet supporters happy to know that slow and steady still wins the race. The crowd stands, giving the five prisoners a standing ovation, though their respective wardens give them more of a "golf clap", sad to see them live.


Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 ⇒ 6

Haterivet shoots the suspended Gaza, the bolt penetrating her skull, her eyes closing forever. Cheers from the crowd.

Gnome: "7 prisoners left. The devil spawn murderess is no more!"

Kwin finishes Cirnos off with a CDG.
Gnome: "6 prisoners left. The unholy knight is no more!"

And after someone finishes off Kor:
Gnome: "5 prisoners left. The half-orc bone-crushing monk is no more! Combat is over!"

More to come tomorrow as I need to sleep, congrats to the 5 survivors!


No Kwin, I took into account the -2 penalty and applied to the 19 attack roll and posted a 17 still hit. Do you want to continue combat? Also waiting to hear from Justified.


From J32 to D26 is 30'. I did math with 20' up, which was what Gaza posted, using Pythagoras: square root of 1300 the range came out to roughly 36 feet, so only -2 penalty. Everything was legitimate. Thanks for playing Gaza. I think you missed that Quain moved up before throwing his stone.


Anyone not want to agree with that and wants to keep fighting? Let me know. If not, we can go out of Round time.


Quain, on thrown weapons you also add your Strength modifier so you do 9 points of damage!

The stone, propelled by great force, hits Gaza in the face, bashing her forehead in! The crowd cheers the accurate throw! Gaza's body goes limp, blood dripping onto the Arena floor from her forehead, as it hangs there, suspended in mid-air!

Gaza is at -5. Menas is up next!


Round 3 is up!

Quain's turn...

Updated Map


-2 range penalty but a 17 still hits Haterivet for a 1 pt of damage. Gaza is up to finish the round.


Kwin is up, followed by Gaza.


With the mighty blow, Menas crushes the back of Morthgar's skull, as the crowd revels in the slaughter. A gnome in the crowd, whose voice has been magically enhanced, stands and says, "8 prisoners left! The half-elven assassin is no more!" This is met with thunderous applause, as you recognize the gnome as the Voice you have been hearing all throughout the Trials.

Justified moves up and puts down Cirnos, the life ebbing from his body.

Haterivet is up!


Not dead, Haterivet; you're out of reach. Menas, you should know your speed is 20.


Menas, your speed is 20 in the chain mail, can't reach Haterivet. Please amend action.

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