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Constables of the 14th Ward Part 3

Alarion of Tovarre

Seeing the dwarven arbalester sorely beset, the knight from Tovarre moves closer to Braz, and strikes fiercely at one of the orcs attacking him.

[sblock]
Free Action: move 5' southeast to AE10
Full attack vs. orc 10 with power attack -2
First Attack: attack 28, damage 9
grrrr... doubt a 12 confirms the crit...
Second attack: 21 to hit, 12 damage t

so that's (probably) 21 points of damage to orc 10. If he falls, please roll a cleave attack vs. orc 6 (+9 to hit, 1d8+6 damage)

Will leave shield defense bonus on orc 6[/sblock]
 

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Soulfetter 12
Braz 9
Brae 7
Celestial Bison (7)
Darius 7
Orc Grunts 7
Thea 4
Raul 23
Alarion 18
Tau 17
Archer Orc 16
Robed Orc 16


Thea gritted her teeth to keep from shrieking in pain- the arrow had punched deeply into her shoulder, and it stayed lodged there. Every move generated another spike of agony, but she couldn't just stand there- and she certainly could NOT fall. She raised her wand and fired off another dart at the orc caster- then she nimbly scrambled behind the trunk of the massive tree, taking cover against that archer.

Raul again strikes out at the orcrat in front of him, his first swing missing, but hitting with the second of his flurry of blows. One hit proves to be enough as the orcrat rocks back from the blow and falls flat on his back.

Seeing the dwarven arbalester sorely beset, the knight from Tovarre moves closer to Braz, and strikes fiercely at one of the orcs attacking him. The blade leaves the dead orcrats neck in an arc (1d20+9=26) that cleaves into the chest (1d8+6=7) of the other Orcrat (6).

Somehow the Orcrat (6) survives, but only for an instant as Tau emolates it with a blast of flame.

More arrows (1d20+11=21, 1d20+11=17, 1d20+6=22) come whistling down from the window. This time Raul and Soulfetter are stuck (1d8+9=17, 1d8+5=7) while a third impales the tree.

Another line of ice freezes in the mud from the Robbed orc leading past Raul, Soulfetter, Brae, Alarion, Tau and Braz this time (Cold Damage (2d6=7) Reflex Save DC14 for half).

A powerful wind begins to blow across your group from the northeast. The tree begins to sway ominously and branches are ripped off it. There is a spray of water from the muck between you and the Robbed Orc. The wind is so fierce that you can't move forward against it, ranged attacks are impossible and you can barely hear over the noise of it (listen at -8).
 

Attachments


The mighty Gol-Kaa Barbarian drops his bow and launches himself through the wind toward the cause of his torment. He leaps the last 20 feet, crashing into the hapless robed orc and bringing them both to the ground.

[sblock=Actions/Rolls]Reflex Save (1d20+3=4)

Double Move to W1, Jump Check (1d20+14=25)

Not sure if this is actually doable under RAW, but I thought it would look cool as hell and be particularly Barbarian-like. If not, just place him adjacent to the Robed Orc and we'll take it from there ;).[/sblock]
 

[the silent DM speaks]

It is a very cool idea. However, we need more than just a jump check for your leap to bring the orcrat down. Add a successful To-Hit for the unarmed strike, and I see no reason why it will not work as intended. [Thoughts, Scotley?]

[Alternatively, you can to the move as stated, winding up adjacent to the foe. In which case, I'm going to ask for an Intimidate check. More thoughts, Scotley?]
 

It is a very cool idea. However, we need more than just a jump check for your leap to bring the orcrat down. Add a successful To-Hit for the unarmed strike, and I see no reason why it will not work as intended. [Thoughts, Scotley?]

[Alternatively, you can to the move as stated, winding up adjacent to the foe. In which case, I'm going to ask for an Intimidate check. More thoughts, Scotley?]

OOC:

He likely can't get the attack as he had to double move to get there, but just in case you make an exception (since it's actually only 10' - 15' over a single move), I rolled TH (1d20+10=25) (Touch Attack). If it's allowed, the follow up Grapple Check is (1d20+18=36).

If that won't work, his Intimidate (1d20+4=7) check SHT, but there it is . . . What can I say, SoulFetter's a big teddy bear at heart :D.
 


OOC:

He likely can't get the attack as he had to double move to get there, but just in case you make an exception (since it's actually only 10' - 15' over a single move), I rolled TH (1d20+10=25) (Touch Attack). If it's allowed, the follow up Grapple Check is (1d20+18=36).

If that won't work, his Intimidate (1d20+4=7) check SHT, but there it is . . . What can I say, SoulFetter's a big teddy bear at heart :D.
OOC: Well, if it's up to me (and it kinda is, isn't it?) my ruling is that you make the leap next to the orcrat, but he gets a free shot at you. Then your grapple takes place next round. Cool with you? Scotley?
 

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