Dockside Diversion/Still Waters

jkason

First Post
Seeing the heavy blow Sylvain takes, and that the gnome seems once again to be pinched between Borric and Zelena effectively, Nathan decides to see if he can't do something about the larger threat's luck at avoiding trouble.

The glow at Nathan's crown returns as a swirl of mote-inspired wind whips his cloak about. He calls out in an impressive bellow, "Your every crime calls out for justice, and I will see you feel that punishment ahundredfold!"

[sblock=ooc]Move: to M10
Standard: The swirly glowy stuff is just celestial-blood fluff for Nathan's Intimidate check to demoralize:

Intimidate Baggett (1d20+12=26)[/sblock]
[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (1 hour), Bless (5 minutes)
In Hand: Sickle

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 32/32
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster, Vanish. Remaining: 5/7
2nd (DC 16): Glitterdust (DC 17), Resist Energy, Create Pit (DC 17, missing focus). Remaining: 4/5

Wand Charges: 45/47

Heavenly Fire: 7/7 remaining[/sblock]
 

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Songdragon

Explorer
OOC: (( I would have thought so too... reading combat trained in the ride skill, but under the Riding Dog entrey, it spefically says "... A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check." ))
 

Gerald007

First Post
Not pleased with his current circumstances, Syl attempts to cast one of his favorite spells, while keeping Tamm from clocking him one. Still shaken up from the sap attack, the spell fizzles with no effect.

Actions: [sblock]Standard-attempt to defensively cast Vomit Swarm toward the half Orc. Move-none. Free-none. [/sblock]


Syl statblock: [sblock]
Syl Human Witch 5
Initiative: +6 Perception: +2
Conditions:
AC: 13 (13 touch; 11 flat-footed)
HP: 42 of 42
CMB: +1 CMD: 14 Fort: +3 Ref: +3 Will: +4
In Hand: Dagger




Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands, Charm Person (DC 17), Enlarge Person, Shocking Grasp;
  • (2nd level - DC 17) Flaming Sphere, Hold Person (DC 18), Vomit Swarm^;
  • (3rd level - DC 18) Dispel Magic, Heroism
Hexes DC 17
  • Flight, Fortune, Healing, Misfortune, Slumber-used on two thugs
[/sblock]
 
Last edited:

GlassEye

Adventurer
Celebfedhiin's lunging attack unbalances Zelena and instead of attacking she is forced to clutch at Celebfedhiin's bridle to maintain her seat. The big hound closes teeth on Tamm's thigh causing a bloody wound and dragging the other gnome to the ground.

Borric gives up on the nonlethal attacks to bring his flail smashing down into Tamm's body. The gnome's grin quickly fades and the fighter is pretty confident that Tamm doesn't think of this as a game any longer.

Nathan's call for justice, and punishment, give Baggett pause. A look of uncertainty enters his eyes…

Sylvain is in a bad way. His swarm would have relieved the pressure of being between the two thugs and it was almost certain to have gone off flawlessly. Except pain or distraction caused the witch to hesitate and fumble a vital component leaving his magic to fade with no effect.

Despite being on the ground and at the mercy of his opponents Tamm strikes out at the hound that has caused him so much trouble. "God's cursed mutt!" he mutters. Tamm's sap catches Celebfedhiin on the snout in a very painful strike that causes the dog to yelp then resume a deep, threatening growl.

Baggett's sap flashes out and raps Sylvain on the temple. Sylvain crumples to the ground unconscious. The half-orc steps forward to stand over the witch's body. Waltor's claws snap aggressively up at Baggett but the thug doesn't notice.

OOC: Combat: Round 8
[sblock=Combat Information]Sylvain takes 15 dmg (nonlethal) & 6 normal dmg.
Celebfedhiin takes 6 dmg (nonlethal).

Initiative:
Baggett
The Party
Tamm

Map:


Party Status:
Borric: 53/53 hp remaining;
Nathan: 32/32 hp remaining;
Sylvain: 36/42 hp remaining; [42 nonlethal]; unconscious; helpless
Zelena: 34/34 hp remaining; [6 nonlethal]
Celebfedhiin: 13/13 hp remaining; [6 nonlethal]

Abilities Used:
Spells Cast: Nathan: Glitterdust, Grease, Bless; Sylvain: Slumber hex (x2)
Conditions in Effect: Nathan: Mage Armor; Sylvain: Mage Armor
Bless: 5 minutes

Enemy Status:
Baggett (half-orc): 18 dmg.; shaken
Tamm (gnome): 16 dmg.; [11 nonlethal]; prone

Map Notes:
[/sblock]
GM: Everyone is up for Round Eight.
 

jkason

First Post
Nathan Tchanlach, human sorcerer

Nathan holds in his concern as Sylvain falls. Deciding he can't do much to help Syl while the half-orc stands overtop him, the sorcerer decides to try making good on his earlier threats.

"Your funeral, big guy. Show him what we're made of, folks," Nathan says. Three glowing motes zip across the intervening space at his urging, and through the half-orc's form before fading from view.

[sblock=Actions]Move: None
Standard: Magic Missile vs. Baggett. Low rolls, unfortunately:

Magic Missile Damage (1d4+1=3, 1d4+1=2, 1d4+1=3)

8 damage.[/sblock]
[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (1 hour), Bless (5 minutes)
In Hand: Sickle

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 32/32
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster, Vanish. Remaining: 4/7
2nd (DC 16): Glitterdust (DC 17), Resist Energy, Create Pit (DC 17, missing focus). Remaining: 4/5

Wand Charges: 45/47

Heavenly Fire: 7/7 remaining[/sblock]
 

Songdragon

Explorer
Zelena holds her ace in her sheild hand for a moment as she grasps her holy symbol... "Ral, I call upon your power to aid a companion in need." A wave of holy energy rolls over everyone and all are healed... except the baddies.

Celebfedhiin bites at the gnome on the ground...

((Channel energy 2d6=8 healed... Tamm and Baggett are exceluded with Selective channeling...))

((Celebfedhiin attacks the gnome 1d20+10=23 (prone counted) for 1d6+3=5 ))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 3/Bard 2
Initiative: +2 Perception: +13
Conditions:
AC: 21 (13 touch; 19 flat-footed)
HP: 42 of 42
CMB: +2 CMD: 13 Fort: +5 Ref: +6 Will: +9
In Hand: mithral battle axe +1 +6 (1d6+1)
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Mending, Stabilize;
  • (1st level - DC 14) Bless, Command, Protection from Evil, Longstrider (d);
  • (2nd level - DC 15) Grace, Spiritual Weapon, Remove Paralysis (d)
Arcane Spell Slots
  • (0-level - DC 12 - At Will) Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation
  • (1st level - DC 13 - 3 of 4 slots remaining): Grease, Silent Image, Vanish
Bard Song: 5 of 6 rounds remaing; Channeling: 5 of 5 attempts remaining; Liberation: 3 of 3 rounds remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 13 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

perrinmiller

Adventurer
OOC: I have a conditional actions if Tamm is KO'd.
Whirling around the spiked head of his flail, he brings it crashing down on the gnome again.

"Hut your bung hole! The dog's got better manners than you. Better looking too."


[sblock=Actions]Standard Action: Melee attack Tamm; Flail vs. Prone (1d20+13=30, 1d8+6=14)
Free Action: Talking & 5ft step to K10 if Tamm is KO'd
Move Action: stow flail if Tamm is KO'd to have Guisarme two-handed. If Baggett tries to flee at that point, AoO will be to trip him.[/sblock][sblock=Mini Stats]Initiative: +4
AC: 23 (26 with shield, 21 flat-footed, 13 Touch)
HP: 53 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night)

Current Weapon in Hand: Guisarme (off-hand) & Flail (right, maybe)
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

GlassEye

Adventurer
The group finally seems to be getting on top of things and turning the tables on Baggett and Tamm. Nathan's motes streak through the battle leaving trails of golden light to pierce Baggett.

Zelena's wave of healing energy, courtesy of Ral, erases much of the injury inflicted on the group by the two thugs. Sylvain wakes, thanks to that healing, to find himself sprawled on his back with Baggett standing directly over him. Much of the battle is confused from his angle of perception but the growling attack of Zelena's hound is very clear to him as is Waltor's snapping of claws and scuttling back and forth across his chest, in apparent joy of his awakening.

Borric's attack is effective yet not quite enough to take out the gnome. Tamm seems to be holding onto consciousness by a thread; it won't take much more to end this battle, at least for the gnome.

There is some sort of disturbance down the alley that the group entered this courtyard from...

OOC: Combat: Round 8
[sblock=Combat Information]

Initiative:
Baggett
The Party
Tamm

Map:


Party Status:
Borric: 53/53 hp remaining;
Nathan: 32/32 hp remaining;
Sylvain: 42/42 hp remaining; [34 nonlethal]; prone
Zelena: 34/34 hp remaining;
Celebfedhiin: 13/13 hp remaining;

Abilities Used:
Spells Cast: Nathan: Glitterdust, Grease, Bless; Sylvain: Slumber hex (x2); Zelena: Channel Energy
Conditions in Effect: Nathan: Mage Armor; Sylvain: Mage Armor
Bless: 5 minutes

Enemy Status:
Baggett (half-orc): 26 dmg.; shaken
Tamm (gnome): 35 dmg.; [11 nonlethal]; prone

Map Notes:
[/sblock]
GM: Sylvain is up for Round Eight and Borric still has a move action if he chooses to take it.
 

Gerald007

First Post
Sylvain returns to consciousness, with a ripping headache. He holds his ground with the large fellow practically on top of him, waiting for an opportunity to rise to his feet. He attempted to remain still and not give away the fact that he was aware again.

Actions: [sblock]Delay action until after the threatening thug moves. If he moves away, Syl will move action to rise, and Standard Action to cast Hold Person. Free-none. [/sblock]


Syl statblock: [sblock]
Syl Human Witch 5
Initiative: +6 Perception: +2
Conditions:
AC: 13 (13 touch; 11 flat-footed)
HP: 42 of 42
CMB: +1 CMD: 14 Fort: +3 Ref: +3 Will: +4
In Hand: Dagger





Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands, Charm Person (DC 17), Enlarge Person, Shocking Grasp;
  • (2nd level - DC 17) Flaming Sphere, Hold Person (DC 18), Vomit Swarm^;
  • (3rd level - DC 18) Dispel Magic, Heroism
Hexes DC 17
  • Flight, Fortune, Healing, Misfortune, Slumber-used on two thugs
[/sblock]
 


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