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Book One: Chapter Five: "Veiled Trespasses"

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Post  151prooftattoos Mon Aug 17, 2009 3:31 am

macksgarageusa wrote:Straegis II: HP:74/74 AC:28 Fort:22 Ref:22 Will:19 Healing Surges:8/8 Action Points:1

Straegis picks up one of his axes and readies to attack when an enemy is within range. Seeing how badly his ally is hurt he yells "Alex, get back here, behind us!"

Standard: Ready ranged attack on orc?
Free: Yell to Alex.
Move: Knights Move to Alex.

Attack: 1d20=15+11=26
Damage: 1d6=2+4=6

O.O.C.: Alex can take a Move Action right now for Free. If he doesn't want to move, please let me know and I'll edit.
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Post  151prooftattoos Mon Aug 17, 2009 3:32 am

151prooftattoos wrote:WoeVangg: HP: 76/76 AC:21 Fort:19 Ref:17 Will:24 Healing Surges:11/11 AP:1

Standard: Cast Consecrated Ground

Minor: Cast Healing Word on Alex (Spend a Healing Surge and add 2d6+5 to it)

Free: Use Shield Power = Alex add 29 hps.

Move: Move Spell to N-4

Vangg yells out, "Me got ye Alex, me friends . . . Kersh! Put me's on ye bedamned shoulders . . ."
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Post  151prooftattoos Mon Aug 17, 2009 3:32 am

magicspellz12 wrote:HP: 48

Move action from Straegis used to try and get over the barrier.

Atletics: NATURAL 1!

He tries to clamber over the boxes, but they topple over as he climbs and he falls to the floor. He grimaces and readies a magic shield against the inevitable attacks. Hopefully his earlier spell will slow the onslaught.
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Post  151prooftattoos Mon Aug 17, 2009 3:32 am

[quote="151prooftattoos"]OOC: Vangg's max HPS 76 or 79?

This is what I have:

Lvl 1 - 26
2 - 31
3 - 36 + 5(Toughness) = 41
4 - 46
5 - 51
6 - 56
7 - 61
8 - 66
9 - 71
10 - 76

No bonuses from Con each level? Anything I am forgetting?
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Post  151prooftattoos Mon Aug 17, 2009 3:32 am

Malazek wrote:OOC: Wow, this post took me over two hours!

Round 4 Recap & Resolution ...

Init 29
From the distant shadows, that heavy crossbows begins to shoot fiery bolt after fiery bolt, streaming down the hall; the first richochets off the cieling, and crashes down to the floor harmlessly. The other, somhow, comes over the wall and hits Mordax.

The half-orc runs closer with his axes in hand.

Init 27
Taalgarnuk continues to wait for the right moment.
He readies an action.

Init 22
Staggering into the corner, Alex focuses through the pain and creates his pattened graveyard fog around the approaching band, while simultaneously freezing his wounds. The Orcs wince and stumble, all but the Worg and his rider are affected.

There were six orcs in that area, so I rolled another attack for you: 16

Init 20
Davin fires two more arrows at the Worg, as he leaves his haybales and heads for the barricade; he moves quickly over the boxes, and retreats to the safty of the doorway.

Verity fires the crowsbow again, and then draws his sword and hoists his shield. Looking up, he sees that his bolt did not strike it's target ... but now he is prepared for defend the line.

Dropping his crossbow, as well, Mordax climbs upon the boxes to join the his companion atop the wall. With net and hammer he ready, he enters he booms another frightful song. As soon as thar Worg gets here, Mordax has a present for him.

Straegis's words give Alex a needed boost, and the mage makes for the wall; but his years in the library didn't quite prepare him for such a hurried scramble.The boxes tip, and Alex falls back to the floor. Straegis gets ready to throw his axe, and realizes the orcs are already in range; so he chucks one, and strikes one of the Orc firmly.

Init 19
The Worg charges the wall, only to have it's skull crushed by Mordax. The worg rider, however, isn't surprised, and leaps to his feet, slamming his brutal axe into Mordax's armor.
19 to hit; miss.

The orcs run forward, triggering two smaller explosions; though none are caughtin the blast, the flying debris wrecks havoc on their formations.
Three of the Orcs take 17 damage.

Yet, the orcs press on ... and throw their hand axes at the heroes.
29 vs Alex's AC: 6 damage
30 vs Vangg's AC: 10 damage
31 vs Verity AC: 6 damage
31 vs Mordax's AC: 8 damage
30 vs Hound's AC: 7 damage


Init 18
The Eog grabs the everburning torch; then, imaptiently, he and his two bodyguards skirt the fog, and move past their slowed breathren. He gestures with a swift arm of destruction, and calls out to the orc before Mordax; whose sudden attack digs deep, and seems to refresh the raider.
CRIT! 22 damage! & he is no longer bloodied.

The two bodyguards begin to frenzy as they charge the wall! One runs axe-first at Alex, but slips in the mage's spilt blood; the other charges Hound. Ready for such an assault, Hound snaps first, but misses; the bloodragers axe finding the mutt an easy target!
Natural 1 vs Alex' AC; Miss.
Hound's Readied Action: 21 vs AC; Miss.
30 vs Hound's AC; 8 damage
19 vs Hound's AC; miss.
Hound's Initiative is now 19
.

Init 14
Juugug calls upon da Queen for a daunting light, which illuminates and burns the orc before Hound, burning him and compromising his ability to defend.
28 vs Reflex; 19 damage; Hound had CA vs the BR until Juugug's next turn.

Init 11
Vangg does a lot with the awesome power of his faith: consecrating the ground before him, combining the power of a holy word with that of his shield, and moving the consecrated area forward. Alex's many wounds are mostly healed.

Init 7
Kersh respond to Vangg, "No! Kersh not want dwarf-butt on his shoulders!" Then, he responds to Verity by lifting Alex over the wall, and setting him next to Juugug. Finally, he brings his heavy flail down upon the bloodrager.
CRIT! 22 damage and the BR is prone.

Looking helpess, Azzy caresses his bone-scythe.
_____ _____ _____ _____ _____

Onto Round 5 ...

Init 29 (Beginning of Round 5)

The orcs that are still down the hallway with the mounted heavy crossbow fire their flaming load down the hall; but hit nothing.
19 & 24 vs Mordax's AC.

The other worg and the half-orc press forward, but before they get very far, Taalgarnuk rushes out from behind the door, thrusting his dagger into the half-Orc's side. Then, he retreats back, and closes the door. The half-orc seems bewildered, but presses on.
Imperiling Strike: CRIT vs HO's AC: 21 damage.
HO is -3 to AC and Ref until Taalgarnuk's next turn.
Taalgarnuk's Initiative is now 30
.

With astounding speed, the Half-Orc then moves around the fog, and charges Verity. The worg isn't so lucky; the graveyard fog slows it in it's tracks, and torments it's mind.

31 vs AC; 16 damage
AP: 38 & 31 vs AC; 31 & 38 damage
That's 85 damage plus the earlier 6. Unless someone disrupts that, I think Verity is down and must start making death saves
.

Book One: Chapter Five: "Veiled Trespasses" - Page 7 Pq1Sc4g0
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Post  151prooftattoos Mon Aug 17, 2009 3:33 am

macksgarageusa wrote:Sensing the gravity of the impending attack, Straegis yells "Verity, Move back, NOW!!! Vangg, trade places with Kersh! Every one else, Behind the Wall!"

Immediate Interrupt: Tactical Shift to Verity.

O.O.C.: Verity can shift up to 5 sq. out of harms way, now. Can Kersh then bull rush the Half-orc and take K-L 4-5?
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Post  151prooftattoos Mon Aug 17, 2009 3:33 am

Swifthand wrote:
macksgarageusa wrote:Sensing the gravity of the impending attack, Straegis yells "Verity, Move!!! Vangg, trade places with Kersh! Every one else, Behind the Wall!"

Immediate Interrupt: Tactical Shift to Verity.

O.O.C.: Verity can shift up to 5 sq. out of harms way, now. Can Kersh then bull rush the Half-orc and take K-L 4-5?

This is perfect. We are getting no tactical bonus from the wall as currently configured, and, with this, Kersh can only be targeted by 5 adversaries (getting corner-cover against 1), and all out melee's will have room to attack anyone trying to scale the rest of the wall. If the orcs can't scale the wall, all they get are ranged.

Vangg - you need to delay and switch spots with Kersh to make this happen. I'll immobilize the M4 Bloodrager to give us the time.

If we do this right, Straegis, Verity, and Mordax will be in J5-6-7. Alot of delaying probably to get this right.


-Swift
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Post  151prooftattoos Mon Aug 17, 2009 3:33 am

Swifthand wrote:Davin: HP 71/71; AC 22 Fort 20 Ref 23 Will 22; Healing Surges=8/8, SV:17, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 90/105; AC 20 Fort 17 Ref 17 Will 15; Healing Surges=8/8 SV:26, Action Points=1

“Ignore the Bloodragers - they are mine.”

These guys were getting a free immediate reaction attack every time they were attacked in melee, lemme soften them up at range. I think I can keep both of them occupied.


Round 5, Davin
Move - Move to G5
Minor – Designate L7 Bloodrager as Hunter’s Quarry.
Standard - Twin Strike: 1st shot on Bloodrager in M4 with a Tanglefoot Arrow (Immobilizes Target for one turn, and then slows Target for another), 2nd shot on Bloodrager in L7 with an Acid Arrow (+d10 Acid and an ongoing 5 Acid {Save Ends})

Initiative=20
Twin Strike 1=31
Twin Strike 2=30
TS Damage 1=5
TS Damage 2=8
Acid Damage=4
HQ Damage=6
-----------------------------------------------------------------------------------
Round 5, Hound
Move - None
Minor – Designate L6 Orc as Hunter’s Quarry.
Standard – Hit and Run L6 Orc

Initiative=19
Hit and Run=24
HR Damage=8
HQ Damage=2

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 3:34 am

magicspellz12 wrote:HP: 48

Alex exercises his watery will upon the bloodrager fighting hound. Bolts of wate zip around his eyes.

-----------
Standard: Distracting Hydrology on the Orc Blood Rager vs Hound.
Attack vs. Will: 21
Hit: 10 Psychic and -2 to attacks until the end of my next turn.
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Post  151prooftattoos Mon Aug 17, 2009 3:34 am

Halcyon wrote:Verity: HP:80/86 AC:28 Fort:22 Ref:22 Will:25 Healing Surges:11/11 Action Points:1 Initiative: 20

Verity finds himself moving out of harms way as the Half Orc's axes flash mightily about the spot he was just standing.
He presses the advantage of Taalgarnuk's blessed dagger to strike back at his foe.

Free: "Thanks Straegis. Now the tide is turned!"
[Shift to J6 at initiative 29, (athletics 17 if needed)]
Minor: Challenge Half Orc
Standard: Radiant Delirium Half-Orc: 26 to hit vs reflex, 25 damage, Half Orc is Dazed until after Verity's next turn.
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Post  151prooftattoos Mon Aug 17, 2009 3:34 am

The Witch-King wrote:Mordax chuckles between sonnets, seeing the lordling come into his own.
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Post  151prooftattoos Mon Aug 17, 2009 3:34 am

151prooftattoos wrote:WoeVangg: HP: 66/76 AC:21 Fort:19 Ref:17 Will:24 Healing Surges:11/11 AP:1

Standard: Delay if needed? If not will edit/post action
Minor: Sustain CG
Move: Move Self to I-5

DM EDIT: Okay, that sounds more like you're READYing to move when Kersh does. Okay, then you're post is fine. (Which is fine; you can't sustain powers while delaying anyway - page 288).
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Post  151prooftattoos Mon Aug 17, 2009 3:35 am

Malazek wrote:Round 5 Recap & Resolution ...

Init 29
The orcs that are still down the hallway with the mounted heavy crossbow fire their flaming load down the hall; but hit nothing.

The other worg and the half-orc press forward, but before they get very far, Taalgarnuk rushes out from behind the door, thrusting his dagger into the half-Orc's side. Then, he retreats back, and closes the door. The half-orc seems bewildered, but presses on.

With astounding speed, the Half-Orc then moves around the fog, and charges Verity. Sensing the gravity of the impending attack, Straegis yells "Verity, Move back, NOW!!! Vangg, trade places with Kersh! Every one else, Behind the Wall!" Verity finds himself moving out of harms way as the Half Orc's axes flash mightily about the spot he was just standing.

The worg isn't so lucky; the graveyard fog slows it in it's tracks, and torments it's mind.

Init 22
Bolts of water zip around a bloodragers eyes, as Alex exercises his watery will upon him.

Init 20
Claiming the bloodragers as his own, Davin runs up the carefully placed ramp to the top of the backwall. There, he takes aim and fires Reed Canfield's arrows at each of the berserkers.

After narrowly avoiding death, Verity issues a divine challenge against the half-orc. Then, he calls down his familiar ribbons of seering light, and burns the half-orc with them.

OOC: Posting for Mordax and Straegis ...

Mordax chuckles. Looking around, he then realizes he can't safely climb off the wall just yet; so, he delays. After issuing the command, Straegis realizes he's gonna have to wait, too.

OOC: With no posted actions to work with, I had to assume you were both going to follow Straegis's battle commands.

Init 19
Still hampered by the fog, most of the the Orc Raiders lumber forward. Those too far to go toe-to-toe, heave their throwing axes at the party; the one at the wall, hefts his battle axe.
Thrown 31 vs Vangg's AC: 8 damage
Thrown 23 vs Mordax's AC: Miss
Thrown 15 vs Hound's AC: Miss
Thrown 25 vs Verity's AC: Miss
Thrown 31 vs Kersh's AC: 8 damage.
Melee 25 vs Mordax's AC: Miss
.

Hound bites the same stupified, acid-burnt orc that Alex and Davin did.
(Well, not the same one they "bit" but you know what I mean).

The bloodrager, strikes back.
20 vs Hound's AC: 11 damage

Init 18
The EoG steps closer, carefully avoiding the consecrated area, and summons forth an ghostly Hammer of Chaos; the hammer slams into the ground, with such force that it threatens to knock half the party off their feet; but as it turns out, only Alex falls (sliding partway down the ramp).
Natutral 1 vs Kersh's Reflex: Miss
20 vs Juugug's Reflex: Miss.
27 vs. Alex's Reflex: 6 damage & knocked prone.
17 vs Azzy's Reflex: Miss
.

Immobolized by Davin's sticky arrow, the bloodrager is caught in Vangg's consececrated ground and suffers for it.
It screams "Aarraah! Kan t'Bewegung!!" (Straegis understands this as : "Aarraah! Can't Move!!").

The other continues to suffer acid burns, and is still befuddled by watery magiks.
Yet, he finds the gumption to swing his axe at Hound.
20 vs Hound's AC: 16 damage
Save = 20; no more acid damage
.

Init 14
Juugug's prayers bathe the half-orc in agonizing radiance and sapping the half-orc's vigor.
27 vs Will; 12 damage; half-orc is -3 to attack.

Init 11
Vangg gets ready to move.

Init 7
Vangg slips back as Kersh steps over the wall, pushing the half-orc back. The half-orc struggles, and for a moment it looks as if he might overpower Kersh, but in the end the orcish hero is forced back by the Ogre. Kersh takes a seat on the wall; his feet firmly planted on the floor in front of it.
Bull Rush: 27 vs the Half-Orc's Fortitude (barely got it).

While moving, Vangg manages to sustain the CG.
Vangg's Initiative is now 7.

Realizing he is both useless and in the way, Azzy flies over the back wall, and takes cover around the corner.

Init 6
Seeing an opening,. Straegis gives a shout, and Mordax takes a swing with his mighty hammer.
25 vs AC: 12 Damage. He markes the target.

Mordax pounds the Orc, again, and then jumps down to back-up Kersh and defend the wall.
RS: CRIT vs AC: 16 Damage.

Straegis and Mordax now go on Initiative 6.
_____ _____ _____ _____ _____

Init 30 (Beginning of Round 6)
Taalgarnuk rushes out again, and stabs the Worg; then, he scuttles back to the wall.
SS: 30 vs Worg's AC: 21 damage & worg grants CA to TA next round.

Init 29 (Beginning of Round 6)
Still slowed, the distant worg turns on Taalgarnuk.
20 vs T's AC: miss.

Sensing things are have turn against him (and he's been marked by a target he can't safely reach), the half-orc has a change of tactics. He shifts away from Kersh and runs back toward his crossbow. Meanwhile, the crossbow crew seems to have ceased fire; Davin sees they are running forward with it.
They make it to row gg.

Book One: Chapter Five: "Veiled Trespasses" - Page 7 Pq1X_qXi

GM EDIT: The half-orc is actually in W3. Also, I forgot to draw the consecrated ground but it's still there, where it was.

On to Round 6 ...
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Post  151prooftattoos Mon Aug 17, 2009 3:35 am

Halcyon wrote:OCC: The Half Orc cannot shift and run because he's dazed until after Verity's next action. (unless he spent an action point)

GM EDIT: Hmm. I guess you're right, but he already spent his action point. In that case, he uses his "Expiditious Stride" and moves up to 10 squares back (actually taking him a square further than before). This invokes an OA from Kersh: 24 vs. AC; Miss (this includes the HO's penalty to AC and Kersh's CA from the HO being Dazed). Darn, I was planning to use that for something else. Nice job
.
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Post  151prooftattoos Mon Aug 17, 2009 3:35 am

Swifthand wrote:Davin: HP 71/71; AC 22 Fort 20 Ref 23 Will 22; Healing Surges=8/8, SV:17, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 105/105; AC 20 Fort 17 Ref 17 Will 15; Healing Surges=7/8 SV:26, Action Points=1

"Alex - douse your light!" (You and I can see in the dark and we will get Combat Advantage versus the orcs if you kill your light.)

Round 6, Davin
Move - None
Minor – Activate Hunting Party
Standard - Twin Strike L7 Bloodrager, 1st arrow is a Dragonfire Tar Arrow (Ongoing 5 Fire Damage {Save Ends})

Initiative=20
Athletics=20
Twin Strike 1=29
Twin Strike 2=23
TS Damage 1=15
TS Damage 2=miss
HQ Damage=9

Davin gives Kersh his Hunting Party bonus vs. the L7 Bloodrager (+2d8 damage on a hit, max on a crit)
-----------------------------------------------------------------------------------
Round 6, Hound
Move - None
Minor – None
Standard – Second Wind (Hound is +2 to Defenses)

Initiative=19
Hit and Run=n/a
HR Damage=n/a
HQ Damage=n/a

O.O.C. - FYI, the reason I left Hound on the wall is because of his ability to knock targets prone that are granting CA. Since Climbing grants CA, I figured this would be a good spot for him. If one of you melee'ers disagree, lemme know, and I'll move him.

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 3:35 am

Halcyon wrote:Verity: HP:80/86 AC:28 Fort:22 Ref:22 Will:25 Healing Surges:11/11 Action Points:0 Initiative: 20

Minor: Challenge Mordax’s Bloodrager
Standard: Sign of Vulnerability targeting Eye of Gruumsh 26 vs Fort, 21 damage and the Eye of Gruumsh is vulnerable 5 to Radiant attacks for the rest of the encounter
Move: To J4
AP: Beckon Foe targeting Eye of Gruumsh, 30 to hit, 18 damage
[Note: This draws him into Vangg's Consecrated Ground, which I did not add damage for, and which is probably Radiant and therefore +5.]
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Post  151prooftattoos Mon Aug 17, 2009 3:36 am

macksgarageusa wrote:Straegis II: HP:74/74 AC:28 Fort:22 Ref:22 Will:19 Healing Surges:8/8 Action Points:1

Straegis grabs his last hand axe and gives it a mighty heave at the Bloodrager attacking Kersh.

Standard: Ranged Attack on Bloodrager at M4.

Attack: 1d20=16+11=27
Damage: 1d6=6+4=10

O.O.C.: More orcs coming down hallway Q and E?
DM EDIT: Good question. :p
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Post  151prooftattoos Mon Aug 17, 2009 3:36 am

The Witch-King wrote:HP:84/72 AC:31/29(bloodied) Fort:22 Ref:20 Will:18 Healing Surges:11/11 Action Points:1

OOC: Did my Net Sweep ever trigger?

Free Action: Mordax roars over the din "Azrael, in tae tha' room, if ye' please!"
Move: N/A
Standard: Net Reaping Strike (1/2 dmg on miss) 1d20+11=16
Dmg: 1d6+3=8

DM EDIT: Against who? The Orc Raider, still?
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Post  151prooftattoos Mon Aug 17, 2009 3:36 am

Malazek wrote:
The Witch-King wrote:OOC: Did my Net Sweep ever trigger?
OOC: You mean THIS Net Sweep?
The Witch-King wrote:Standard Frightening Blow on Warg 1d20+12=25, Dmg 3d10+6=28 and target is immobilized save ends.
OR, if not possible, then Net Sweep (close burst 1) the Warg (Str vs. Fort 15), Dmg 1d6+8=12 and target is slowed, –2 att until the end of your next turn, and knocked prone.
No. It didn't. The Frightening Blow did. And it killed the worg. But I don't see any other readied Net Sweep's. (But, for the record, you can't have two actions readied, anyway; if the one you ready doesn't happen, then the action is lost).
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Post  151prooftattoos Mon Aug 17, 2009 3:36 am

[quote="151prooftattoos"]WoeVangg: HP: 68/76 AC:21 Fort:19 Ref:17 Will:24 Healing Surges:11/11 AP:0

"Bedamned Orcs!"

Standard: Cast Beacon of Hope (all allies in close burst 3 add 10 hps (5+5), and Vangg is +10 (5+5) to all heals until the end of the encounter))
Enemies in Close burst 3 are weakened:


Attack: 28
Roll

Minor: Sustain CG
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Post  151prooftattoos Mon Aug 17, 2009 3:37 am

Malazek wrote:OOC: Another 2 Hour Post ...

Round 6 Recap & Resolution

Init 30
Taalgarnuk rushes out again, and stabs the Worg; then, he scuttles back to the wall.
SS: 30 vs Worg's AC: 21 damage & worg grants CA to TA next round.

Init 29
Still slowed, the distant worg turns on Taalgarnuk.
20 vs T's AC: miss.

Sensing things are have turn against him (and he's been marked by a target he can't safely reach), the half-orc has a change of tactics. He shifts away from Kersh and runs back toward his crossbow. Meanwhile, the crossbow crew seems to have ceased fire; Davin sees they are running forward with it.
They make it to row gg.

Init 22
Posting for magisspellz because 24 hours has passed ...

Alex complies with Davin's request to douse the glowing ball of liquid, and uses it's same waters to fuel his next spell: more Distracting Hydrology!
32 vs the BR's Will: 10 damage & the BR is -2 to attack again.

Init 20
Adjusting his stance on the barrels, Davin fires two arrows at the same bloodrager; one a dragonfire tar arrow. The other only scrapes by, but leaves an indelible mark for Kersh to aim at.

Verity issues the Queen's challenge to that same berserker, but then lays his mark of vulnerability upon the opposed cleargyman; the EoG convulses with radiant agony. Then, Verity steps past Mordax, to position himself behind Kersh, where he uses his divine powers to drag the EoG into the consecrated ground.

"Azrael, in tae tha' room, if ye' please!" Mordax shouts.

Init 19
Suddenly quickened, the Orcs rush forward; except one who stays in behind cover. All of the raiders focus their attacks on the lumbering Ogre; those who can use their heavier axes, those who can't throw from a distance. Those close enough to use their melee axes seem invigorating by the chance to draw blood.
Thrown vs Kersh: 29 vs AC: 10 damage.
Melee vs Kersh: 20 vs AC: Miss.
Melee vs Kersh: 24 vs AC: Miss.
Melee vs Kersh: 24 vs AC: Miss.
Thrown vs Kersh: 23 vs AC: Miss.
Thrown vs Kersh: 27 vs AC: 6 damage.


Hound leans back on his haunches and sneers, but he doesn't attack. Taking this moment to regain his bearings, the dog goes into a a defensive posture.

Init 18
A painful rumble bellows out of the EoG, as the consecrated ground and the mark of vulnerability work together to bring the Queen's retribution to Gruumsh's priest. Fully aware of what's happening, the EoG steps away from Ogre. His one eye shines, unsettling Kersh.
31 vs Will; Kersh is -4 to AC (Save Ends)

The Bloodragers dig in with their heavy axes, their frenzied attacks spilling dog and ogre blood alike.

25 vs Kersh's AC: 9 damage
30 vs. Hound's AC: 12 damage
AP: CRIT! vs Kersh: 30 damage
AP: 23 vs Hound's AC: 10 damage


Init 14
Juugug steps out of the darkness, and takes stock of what's going on. Seeing the effects of Verity's mark, he takes advantage of it, sending a radiant lance of faith at the EoG.
26 vs Ref: 10 damage. Kersh is +2 to Attack.
The EoG is Bloodied
.

Init 7
Kersh yells "FLAIL HURRICANE!" His heavy flail speeds up and stretches out, striking at all enemies within range.
24 vs OR's AC: 17 damage and the Orc is knocked Prone.
22 vs OR's AC: Miss
34 vs OR's AC: 12 Damage and that Orc Dies!
19 vs OR's AC: Miss
19 vs BR's (M4) AC: Miss.
24 vs BR's (L7) AC: 21+7 Damage and the BR is knocked Prone.
20 vs EOG's AC: Miss.
Save = 16 (AC no longer -4)
.

"Bedamned Orcs!" Hope exudes from Vangg, filling his allies with renewed vigor. Then, he shifts the holy ground across the battlefield, catching most of the Orks in it. The EoG already seems dismayed; but in a surge of action, Vangg commands him to climb over the wall and join the heroes behind the line of skrimage (bringing the light with him).
All allies (except Taalgarnuk) gain 10 HPs.
L6 and L7 are Weakened.


Following Mordax's directions, Azzy flies back into pit and starts to squeeze through the tiny doorway. The dazed EoG is unable to take his OA on Azzy.

Init 6
Then, Mordax drapes his net over the Orc raider, who easily bats it aside with his arm; but Mordax's attack was shrewd. The net's painful barbs leave bloody lacerations across the raider's arm and shoulder.

Straegis chucks his last handaxe right through the middle of the skirmish, where it buries itself in the other bloodrager. Kersh flinches as the axe passes so close to him.
_____ _____ _____ _____

Init 30 (Beginning of Round 7)
Taalgarnuk jabs his blade into the Worg, but leaves it hovering in a dangerous position. With Kobold slyness, he shifts closer to the main fight.
Riposte Strike: 30 vs AC, 13 damage.

Init 29 (Beginning of Round 7)
The Worg follows Taalgarnuk, looking to return the favor; but the trapmaster's dagger proves to be a less effective in the darkness.
Worg vs T's AC: 22; 13 damage & Ongoing 5
Riposte follow-up vs Worg; 14 vs AC; Miss


The crossbow crew continues to run forward, bringing their leader is handy artillery.

Yanking his crossbow free of the tripod, he heads to a firing position, leaving the boxy contraption attached. Taking a moment to evaluate the situation, he begins firing at what he believes to be the lynchpin of the heroes' strategy: Kersh.
CRIT vs Kersh: 33 damage
34 vs Kersh's AC: 15 damage


Book One: Chapter Five: "Veiled Trespasses" - Page 7 AV24bzIJ

Begin Round 7 ...
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Post  151prooftattoos Mon Aug 17, 2009 3:37 am

Swifthand wrote:
Malazek wrote:Vangg commands him to climb over the wall and join the heroes behind the line of skrimage (bringing the light with him).

.......great.

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 3:37 am

macksgarageusa wrote:Straegis II: HP:74/74 AC:24 Fort:22 Ref:22 Will:19 Healing Surges:8/8 Action Points:1

Straegis looks quickly around him hoping to find one of the handaxes thrown by the orcs. If he finds one within reach, he will grab it and again attack the bloodrager in front of Kersh.

Minor: Grab for loose handaxe?
Standard: Ranged attack on Bloodrager at M4.

Attack: 1d20=12+11=23
Damage: 1d6=3+4=7

O.O.C.: If Straegis can't find a handaxe, I will amend the above attack.
DM EDIT: There are at least four within reach
.
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Post  151prooftattoos Mon Aug 17, 2009 3:37 am

Swifthand wrote:Davin: HP 71/71; AC 22 Fort 20 Ref 23 Will 22; Healing Surges=8/8, SV:17, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 105/105; AC 20 Fort 17 Ref 17 Will 15; Healing Surges=7/8 SV:26, Action Points=1

Determined, despite all the forces conspiring against him, to keep the light away, Davin draws a bead on the Eye of Gruumsh's remaining ocular appendage, and puts two arrows in it. Have fun with Gruumsh.

"Cyl, ThAeR!"("Hound, FETCH!")

Jumping to attention at the sound of his masters voice, the mammoth dog shifts gamely away from the foaming-mouthed Bloodrager, and snaps up his trusty sunrod.

Kor! Kai ol!("Git! Go on!")

Hound bounds away, open mouthed and drooly, obviously excited to play this game. With the dexterity and speed that only an animal can muster, the dog leaps up and over the wall.

"Rair air! Kaer shas caesi!"(Drop it, Get back here!)

Confronted by a slew of enemies, the dog marks the area as HIS territory, and urinates all over the Orcs. Hound then drops the sunrod, and retreats back to his pack.

Round 7, Davin
Free - Command Hound to Fetch and Drop It
Move - Maintain Hunting Party Stance
Minor – Designate EoG as my Hunter's Quarry
Standard - Biting Volley EoG

Initiative=20
Biting Volley 1=34 (crit)
Biting Volley 2=19
TS Damage 1=21
TS Damage 2=18
HQ Damage=16
-----------------------------------------------------------------------------------
Round 7, Hound
Move - Shift to J6
Minor – Pick up Sunrod
Standard – Run to J5, then L4 (Athletics check A); then to M5 (invoking OA) and drop the Sunrod. If OA hits, use Yield Ground (Immediate Reaction), shift to L4. Then Climb back over wall (Athletics check B) to J6.

Initiative=19
Athletics A=15
Athletics B=18

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 3:38 am

Malazek wrote:OOC: Note: That WILL drop the EoG.
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