Dark Days in Sion - Act 2: Scene 2


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narayan

Explorer
Billanverthorne

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<Round 2>


Bleeding Damage ( * )
Fire Damage ( # )
Cold Damage ( @ )
Spell Damage ( ^ )
Poison Damage ( ! )

The order of initiative is:


(22) Fiendish Hound #4 (-10)(-1 to all checks from arrow)(-5)
(18) Fiendish Hound #3
(17) Fiendish Hound #1
(15) Fiendish Hound #2

(8) Billanverthorne
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Hound #4: (Bite Attack, -1 for arrow wound: = 8, Miss)

Hound #4 makes another bite attack, keeping you on your toes as hounds 1 & 3 break off their attack from Celestia and rush to flank you instead.

Hound #3: (Bite Attack, +2 for flanking: = 17)(Location: Back of neck, Miss)
Hound #1: (Bite Attack, +2 for flanking: = 11, Miss)


(Billanverthorne intends to switch weapons. His initiative roll is 8, so he will go last in the round.)
Bill drops the bow, and draws his two-hander from its back rig. (Free action to drop, move action to draw, correct?)
Bill will then bring the sword down up his original opponent, Hound #4.
(Attack roll: 15, hit location: left leg, if I hit, my damage roll is: 5 points damage.)

Your two handed sword chops into the hounds left foreleg this time and the canine collapses with a whine, loosing consciousness.

___________________________________________________________________________

<End of round 2>

__________________________________________________ ________

<Start of Round 3>


Bleeding Damage ( * )
Fire Damage ( # )
Cold Damage ( @ )
Spell Damage ( ^ )
Poison Damage ( ! )

The order of initiative is:


(22) Fiendish Hound #4 (-10)(-1 to all checks from arrow)(-5)(Unconscious)
(18) Fiendish Hound #3
(17) Fiendish Hound #1
(15) Fiendish Hound #2

(8) Billanverthorne
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Hound #3: (Bite Attack: = 16)(Location: Right Leg, Protected with Greaves, Miss)
Hound #1: (Bite Attack: = 8, Miss)

The other hounds continue to snap and bite at your flanks, but you remain unharmed for now.

[Billanverthorne: It is your turn, what do you do?]
 
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97mg

Explorer
Wrenwil

"Mmmm," Wrenwil moaned as the object came to earth. He laid a friendly hand on Ordechai's shoulder.

"Let us stay here, and let the brave knight and the Hill Dwarves investigate. I'm sure it's of no consequence."

Sure, he was curious, very curious, yet also wary of the distraction and reality that he was habouring a wanted man. Wren kept his eyes peeled and staff in hand as he kept turning on the spot, slowly scouring the distant perimeter with his eyes, hoping to discover nothing further.
 

Tellerian Hawke

Defender of Oerth
Billanverthorne, In The Thick Of Things!

The order of initiative is:


(22) Hound #4 (-10)(-1 to all checks from arrow)(-5)(Unconscious)
(18) Hound #3
(17) Hound #1
(15) Hound #2

(8) Billanverthorne
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Hound #3: (Bite Attack: = 16)(Location: Right Leg, Protected with Greaves, Miss)
Hound #1: (Bite Attack: = 8, Miss)

The other hounds continue to snap and bite at your flanks, but you remain unharmed for now.

[Billanverthorne: It is your turn, what do you do?]

Bill continues to fight, not wanting to get overwhelmed by the hounds!

(Bill tries to catch Hound #3 in the legs, right or left, whichever is exposed, with his greatsword. Called shot on limb is -6, so to-hit roll is 1d20-1.)

(14. I think that might be a hit.)
(Damage inflicted: 11 points.)

[Does limb hit with called shot inflict 2/3 move?]

"Alarm! Alarm!" Bill continues to shout!
 

narayan

Explorer
Ania, Ersun

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<Round 2>


Bleeding Damage ( * )
Fire Damage ( # )
Cold Damage ( @ )
Spell Damage ( ^ )
Poison Damage ( ! )

The order of initiative is:

(22) Underfolk Thug #2
(16) Ania
(16) Half Orog
(13) Worgo

(10) Ersun (-4)
(5) Underfolk Thug #1
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Ania: Activates Held Action (Concentration check to cast defensively, DC 16: = 7, Fail, spell is lost)

Half Orog: Activates held action, makes attack against Ania (Attack with Great Axe, Subdual Damage: = 14, Miss)(Location: Chest)

The Half Orog reacts to Ania attempting to cast a spell, slamming the flat of his great axe against her chest with great strength, knocking her back with a groan as air is winded from her lungs but not enough to actually do any damage.

[Ersun: It is your turn, what do you do?]
 
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narayan

Explorer
Alic, Bax, Kryslogious, Malic, Ordechai, Wrenwil

"Mmmm," Wrenwil moaned as the object came to earth. He laid a friendly hand on Ordechai's shoulder.

"Let us stay here, and let the brave knight and the Hill Dwarves investigate. I'm sure it's of no consequence."

Kryslogious said:
From the corner of his eye the object fell, with deft precision he rose to his feet and flicked his visor down.

"Something just fell next to the camp. If you wish to help me investigate I suggest you gear up quickly" He directed quickly to the dwarves.

Drawing his shield off his back he marched towards the object at a quick pace as to arrive there as soon as possible.

Malic reacts with an edge of frustration at this new surprise.

Malic: Grumbles "What now?! By the gods will we never get a chance to eat!"

Alic: Stands "Don't get up father, I'll see what it is and be right back..." He says grabbing his axe and stepping briskly to catch up with Kryslogious.

As you near the fallen creature you realize its actually not a bird at all but rather a small winged humanoid layered in bright
plumage. It moans with a pained warble, broken, bloody and crumpled, wrapped in some sort of net. You also glimpse that it wears a simple belt, bedecked with pouches upon which a simple sack hangs, a necessary concession obviously since a backpack would hinder its wings. Upon each forearm it wears a leather sheath with pommels of shiny daggers in plain sight.

Alic: Immediately identifies what it is. "A Keu!"

Keu: Regains some of its senses as it hears voices and starts to wriggle a bit and speak more intelligibly with its beak. - speaking common- "W... Wrenwil..."

Meanwhile the four figures from the other camp get close enough to see clearly and you make them out to be the katanese mercenaries along with two of the slavers.

[Kryslogious: What do you do? Only you and Alic are close enough from your side of camp to recognize the Keu for what it is and hear it speak]




 

Ersun

He keeps a keen eye on the thug engaging him and begins to repeat his spell, although instead of trying to obscure it, he focuses on managing to perform the melody without making any openings on himself. He hopes their alcohol content makes them more susceptible to it, and tries to aim to get as many of the thugs into the spray as possible.

[Color Spray, Defensive Casting (Melodic Casting): 24, DC 16]
(I am not sure if Combat Casting applies if he uses Defensive Casting with Perform via the Melodic Casting feat. If it does, then +4, not that it matters in this situation.)

[Priorities for targeting: Thug #2, Thug #1, Half Orog. If Worgo is required to fall into the area of effect as well to reach them all, so be it.]
(In case he can only put one opponent into the spray, then he’d rather just swing his sword at Thug #2, with the same roll that’d be 21 to hit, or can draw from the pool if that’d need a new one.)
 

narayan

Explorer
Billanverthorne

Bill continues to fight, not wanting to get overwhelmed by the hounds!

(Bill tries to catch Hound #3 in the legs, right or left, whichever is exposed, with his greatsword. Called shot on limb is -6, so to-hit roll is 1d20-1.)

(14. I think that might be a hit.)
(Damage inflicted: 11 points.)

[Does limb hit with called shot inflict 2/3 move?]

"Alarm! Alarm!"Bill continues to shout!

Your sword does indeed reduce the move of the hound to 2/3rds normal as it lays a heavy chop into its vulnerable leg. Yet still, just as hound #4, it yelps but continues to lunge and snap its jaws like it's possessed!

<End of Round 3>
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<Start of Round 4>


Bleeding Damage ( * )
Fire Damage ( # )
Cold Damage ( @ )
Spell Damage ( ^ )
Poison Damage ( ! )

The order of initiative is:

(22) Fiendish Hound #4 (-10)(-1 to all checks from arrow)(-5)(Unconscious)
(18) Fiendish Hound #3 (-11)(2/3 Move)
(17) Fiendish Hound #1
(15) Fiendish Hound #2

(8) Billanverthorne (-7, -5)
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Hound #3: (Bite Attack: 23, possible critical!)(Critical Check: 7, not a critical)(Location: Left Arm)(Damage: 7)

Hound #1:
(Bite Attack: 19, Hit)(Location: Gut)(Damage: 5)

You feel great pain as fangs clamp around your left arm and your side. The taste of fresh blood seems to feed their frenzy as they attempt to drag you down by your own flesh and bones by not releasing their jaws!

However, while you were twisting and dancing in the throws of battle just now you glimpse something else enter the peripheral of your projected infra-vision. A medium-sized humanoid of some type is attempting to move up on your flank while you are grappling with the hounds. It wears a heavy leather cloak and carries a large bow which it appears ready with an aim on you. Whatever it is must have darkvision and/or infravision to see you clearly at a distance of 60 ft. It is also obvious to you that it was waiting patiently for the hounds get their jaws on you before it approached any closer.

After your action to end round 4, you will have to roll initiative again because of the new attacker entering the battle.

If you crouch down behind the slightly raised outcropping of rock you are standing on you can achieve 75% cover and still keep an eye on the new assailant. To manage that though you will have to first grapple with the hounds who have their jaws clamped, either by tossing them off or dragging them down with you. Alternatively you can simply attempt the kill the hounds before you worry about the bowman. However so long as their jaws are clamped on you, you loose your dex modifier to AC vs other attackers.

Breaking Grapple with the Hounds: If you break their grapple they won't deal automatic damage next round. You can escape clamped jaws of an attacker by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent has bit you, your grapple check result has to beat all of their individual check results to escape. If you escape, you finish the action by moving into any space adjacent to your opponent(s).

Dragging the hounds with you into cover: An attacker or a target can move half their speed (bringing all others who bit them with them) by winning an opposed grapple check. This requires a standard action, and the target must beat all the other individual check results to move the biters. However next round they shall deal automatic damage on their turn.

Attacking the hounds with your free hand: You can also elect to drop your great sword and make an attack with an unarmed strike, natural weapon, or light weapon against your attacker(s), but do so with a -4 penalty on such attacks.

[Billanverthorne: What do you do?]
 
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Tellerian Hawke

Defender of Oerth
Billanverthorne: In trouble!

Bill attempts to break the grapple! (Roll: 19, I'm hoping that made it!)
If I am free of the grapple, I step one square away into the spot you mentioned, with 75% cover.
At that point, I take a swing at the nearest adjacent hound, trying to clip his legs, as before. (Roll: 9, miss. Rats!)

(Bill's new initiative: 13.)

[The bite that landed in the gut: the steel breastplate didn't absorb any of that damage? Just wondering.]
 

narayan

Explorer
Ania, Ersun

He keeps a keen eye on the thug engaging him and begins to repeat his spell, although instead of trying to obscure it, he focuses on managing to perform the melody without making any openings on himself. He hopes their alcohol content makes them more susceptible to it, and tries to aim to get as many of the thugs into the spray as possible.

[Color Spray, Defensive Casting (Melodic Casting): 24, DC 16]
(I am not sure if Combat Casting applies if he uses Defensive Casting with Perform via the Melodic Casting feat. If it does, then +4, not that it matters in this situation.)

[Priorities for targeting: Thug #2, Thug #1, Half Orog. If Worgo is required to fall into the area of effect as well to reach them all, so be it.]
(In case he can only put one opponent into the spray, then he’d rather just swing his sword at Thug #2, with the same roll that’d be 21 to hit, or can draw from the pool if that’d need a new one.)

From your position your spell will hit Worgo, the Half Orog and Thug #2. Thug #1 hasn't moved from the table yet technically so he is not within the area of effect.

Worgo: (Will Save, DC 14: = 18, Saves)
Half Orog: (Will Save, DC 14: = 4, Fails)(Stunned)
Underfolk Thug #2: (Will Save, DC 14: = 9, Fails)(Unconscious)

Underfolk Thug #1: Picks up his flail and moves to flank Ersun. (Trip Attack with Flail, +2 for Flanking: = 4, Miss)

__________________________________________________ ________

<End of Round 2>


__________________________________________________ ________

<Start of Round 3>


Bleeding Damage ( * )
Fire Damage ( # )
Cold Damage ( @ )
Spell Damage ( ^ )
Poison Damage ( ! )

The order of initiative is:

(22) Underfolk Thug #2 (Unconscious)
(16) Ania
(16) Half Orog (Stunned)(-10)
(13) Worgo

(10) Ersun (-4)
(5) Underfolk Thug #1
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Ania: Casts 'Fist of Stone' and attempts to clobber the stunned Half Orog. (Slam Attack: = 14, Hit)(Location: Throat)(Damage: = 10)

Ania's stone fist lands a heavy blow to the Half Orog's throat. The brute gasps and chokes and nearly looses his footing.

Half Orog: Is stunned so does not act...
(Stunned: A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any)

Worgo: Roars with anger.
"The fool keeps casting bright spells, show them no mercy!" (Reaches to retrieve his Glaive where he dropped it)(Provokes AOO from you Ersun)

[Ersun: You may take an AOO against Worgo if you wish. It will be your turn afterwards as well. Note: If you move more than 5 ft you will provoke an AOO from Underfolk Thug #1 who has you flanked.]

DDS%20212%20Worgos%20Tent%20Round%203.png~original
 
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