• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[LPF] Kaedyn's Quest

Ru Brike, rangerish human ninja

[sblock=ooc]Okay, apologies, I completely misunderstood what the gate was. Since everyone but Ru and Umthrim will want to be attacking from range, anyway, I don't think it makes much sense to try opening the entryway further if it takes that much effort, not if we can force them to waste actions moving it, instead. Besides, with the ruling that Umthrim's move was to stand on the log, there's no way Ru would have the strength to move it.

He'll take a 5' step back, then, to V17. I don't believe you can ready a full attack, so I'll just roll a regular, readied attack against the first dog that comes in reach:

Readied attack; Damage (1d20+9=21, 1d6=6)

Sure, NOW I roll max damage. FYI, if the Large Gnoll gets close enough for Ru to use the readied attack (unlikely, since I imagine it has reach), it's 8 damage instead of 6, due to Ranger's Focus.[/sblock]

[sblock=mini stats]
Ru_Portrait_zpsbc1b0cc0.jpg

Ru Brike
AC: 19 (Touch 14, Flatfooted 15)
HP: 44/47

Initiative: +4
Perception: +8 (+9 Traps) Sense Motive: +6
CMB: +4 CMD: 18 Fort: +6 Reflex: +11 Will: +3
(conditional: +2 vs. divination effects)

Wakizashi: +9, 1d6
Wakizashi (TWF): +7/+7, 1d6/1d6
Nunchaku: +8, 1d6
Shuriken: +8, 1d2
Conditional Attack mods: +2d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank), +2 Attack / dmg vs. Ranger's Focus (1/day)

Conditions:Ranger's Focus (vs. LG): +2 attack & Damage until LG falls.

In Hand: Wakizashi x2

Ki Pool: 1/5 remaining
Ranger's Focus: 0/1 remaining
Shuriken: 9/10 remaining
CLW Wand charges: 41/50 remaining

Used: 15 days' rations[/sblock]
 

log in or register to remove this ad

[sblock=OOC]
I also get to enjoy fighting gnolls on top a log. So we have that going for us, which is AWESOME

PM: Do I need to make acrobatic checks to remain stable while fighting on top of this thing? At least until we deal with most of these creatures.
[/sblock]
 

~ Day 15, 13:43 - Miles North of Thornbury ~

Gnoll.png
Gnoll2.png

The gnoll warrior from the barracks moved towards the gate, drawing a javelin and chucking it at Umthirn. The spear missed.

The large gnoll lumbered forward towards the gate and drew a large battleaxe. He was hampered by the heavy armor plates, but with his long arms he got close enough to swing the axe down at the dwarf on the log. The blade barely caught the monk and opened up a line of blood on his arm as he deflected the worst of it.

While you eliminated another gnoll, more of them poured out of the buildings in response to the call to arms. Two more gnolls appeared through the door of the barracks, armored and equipped like the others (studded leather, javelins, and battle axes).

Gnoll3.png

A tougher looking gnoll warrior came around the corner behind the hulking gnoll. He was obviously better equipped with a breastplate and composite longbow in hand.

The wounded warrior from the gate came back into view and was no long so wounded.

OOC: Combat: Round 3
[sblock=Combat Information]G2 Moved & drank potion (5 healed)
G4 moved & missed Umthirn
LG Moved & hit Umthirn, 10 dmg
G5, G6, G7 moved

Initiative:
Gnolls
You guys

Tactical Map:
1. Dark colored vegetation is difficult terrain if more than 50% of Square for medium creatures or smaller & provides 20%(roll 1d100: 1-20 misses) concealment being bushes from ranged attacks, 50% concealment for small creatures or prone medium ones.
2. Medium or Large bodies provide difficult terrain for medium creatures or smaller. Large Bodies can provide soft cover bonuses like low wall
LPFKQEnc5Map03_zps501f37bb.jpg


Party Status:
Code:
Ru:        44/47 HP remaining;
Damaris:   39/39 HP remaining; 
Rhas:      55/55 HP remaining;
Umthirn:   42/52 HP remaining; 10 dmg; Squeezed, Partial Cover
  
Spells Cast: 
Abilities Used:
  Ru: Ki Pool 4/6; Rngr Foc 0/1
  Damaris: Bard Pef 3/12; Spells 1st 1/5, 2nd 0/3; SLA 1/1
  Umthirn: Stun Fist 1/5
Conditions in effect: Message
Enemy Stats:
Code:
Gnoll 1 [AC0]: Dead 
Gnoll 2 [AC16/Touch 10/CMD13]: 5/11hp; 
Gnoll 3 [AC0]: -6/11hp; Dying
Gnoll 4 [AC16/Touch 10/CMD13]: 11/11hp
Large Gnoll [AC19/Touch 8/CMD15]: 22/22hp
Gnoll 5 [AC16/Touch 10/CMD16]: 22/22hp
Gnoll 6 [AC16/Touch 10/CMD16]: 22/22hp
Gnoll 7 [AC20/Touch 13/CMD21]: ??/??hp
[/sblock]
GM: Everyone is up for Round 3
[sblock=GM Notes]Jkason, they are actually two spiked logs at the main entrance

Well, the spiked logs is meant to be a barrier against attacking the fort. While it did not come into play yet, mechanically fighting from it will net a disadvantage. Attacker gains partial cover (+2AC), +1 for Melee attacks for being on higher ground. They also can stay in place without needing an acrobatics roll or anything.
But they also have the squeezing penalty (-4 Attacks & -4 AC) due to the trying to stand in between the sharpened stakes that make up the spikes.
[/sblock]
 

[sblock=OOC QUESTION!] Is the ground solid enough at R16 (where most of the gnolls are without affecting Ru and the others?) to successfully cast Grease on it?? [/sblock]
 

Rhas_150.jpg


Rhas continues to close with the fray. "Cousin! Dinnae get surrounded!" He fires again, cursing as soon as it leaves the bow.

[sblock=OOC]Move to AD18.

Attack on whatever gnoll is easiest to hit (probably 4) (1d20+10=15, 1d10+6=16)

Well, a Timely Inspiration will kill another gnoll, I think. Not sure if Damaris wants to spend it.[/sblock]
[sblock=Mini Stats]Rhas Ironeyes

AC: 18 (14 flat-footed, 14 touch)
HP: 55/55
CMB: +7 CMD: 21
Fort: +6 Reflex: +5 Will:+3
Weapons: Heavy Crossbow (+10 or +8/+8, 1d10+6, 19-20x3) or Dwarven Waraxe (+7, 1d10+3, 20x3)

Perception: +13
Initiative: +4

Reliable Strike: 1/1

Weapon in Hand: Heavy Crossbow (+10 or +8/+8, 1d10+6, 19-20x3)
Conditions in Effect: None
Used Items:
None

[/sblock]
 

Ru Brike, rangerish human ninja

Ru_Portrait_zpsbc1b0cc0.jpg


"Your cousin's got the right of it, Ponytail," Ru calls to his dwarven sparring companion. "Make 'em come to us. They say falling off a log is easy. I'd suggest giving it a try, but in a direction away from the big ugly."

Ru takes his own advice, taking another step back and hunkering down for the gnolls who might come through.

[sblock=ooc]5' to W17, hoping that either the big nasty will have to waste actions moving the logs, or the other gnolls will bottleneck trying to get through. Either way, as before, readying an attack. Since the previous one didn't "go off," do I need to roll it again, or can I just keep it? [/sblock]

[sblock=mini stats]
Ru_Portrait_zpsbc1b0cc0.jpg

Ru Brike
AC: 19 (Touch 14, Flatfooted 15)
HP: 44/47

Initiative: +4
Perception: +8 (+9 Traps) Sense Motive: +6
CMB: +4 CMD: 18 Fort: +6 Reflex: +11 Will: +3
(conditional: +2 vs. divination effects)

Wakizashi: +9, 1d6
Wakizashi (TWF): +7/+7, 1d6/1d6
Nunchaku: +8, 1d6
Shuriken: +8, 1d2
Conditional Attack mods: +2d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank), +2 Attack / dmg vs. Ranger's Focus (1/day)

Conditions:Ranger's Focus (vs. LG): +2 attack & Damage until LG falls.

In Hand: Wakizashi x2

Ki Pool: 1/5 remaining
Ranger's Focus: 0/1 remaining
Shuriken: 9/10 remaining
CLW Wand charges: 41/50 remaining

Used: 15 days' rations[/sblock]
 

[sblock=GM Notes]
Is the ground solid enough at R16 (where most of the gnolls are without affecting Ru and the others?) to successfully cast Grease on it??
Yes, grass and dirt can be greased.

Attack on whatever gnoll is easiest to hit (probably 4) (1d20+10=15, 1d10+6=16)

Well, a Timely Inspiration will kill another gnoll, I think. Not sure if Damaris wants to spend it.
No matter which gnoll he aims at, the target will have +4AC for cover and Timely Inspiration would be moot.

Since the previous one didn't "go off," do I need to roll it again, or can I just keep it?
Yes, roll again. I don't want to start banking readied rolls. Same for pre-rolled AoO & "use them or lose them".[/sblock]
 

[sblock=Actions] I have limited access to internet this weekend.

Damaris will cast Grease avoiding Ru and Umthirn, trying to affect as many gnolls as she can behind the barricade. [/sblock]
 

Umthirn_zpse1d8a42b.jpg


"Were ya sense of fun?! You telling me ya never wanted to fight something, balancing between two logs while balancing your life or death?!"

Umthirm, however, clearly does recognize the danger all these creatures swarming them have, so he back springs off the fence to get away from the large axe wielding gnoll, keeping his guard up but forsaking his careful eye of the biggest gnoll.

[sblock=OOC]
I think what I am trying to do provokes, so Acrobatics to ignore AoO: 1d20+10=30 Well Damn...
Move Action: Back Spring to V17: Acrobatics to ignore falling damage: 1d20+10=14 Well Damn
Standard: Total defense.
Swift: Defensive Exploit Weakness again on Big Ugly: 1d20+8=12 Failed most likely

PM: Any chance I can convince you to include the CR's for the creatures in their stat blocks? I know it would make math easier when I don't have to guess if it is active or not.
[/sblock]
[sblock=mini stats]
Umthirn
AC: 17 + 4 MA (Touch 17, Flatfooted 14)
HP: 52/52

Initiative: +4 Movement: 30'
Perception: +11 Sense Motive: +11 Acrobatics: +10 ( +5 with jump checks)
CMB: +8 (10 w/ Grapple) CMD: 23 (25 vs Grapple/27 vs Trip & Bull Rush)
Fort: +7&% Reflex: +7&* Will: +8&
& +2 vs. spells, poison, and spell-like abilities
% +2 vs poison/drugs, +4 vs alcohol
* Evasion

Stunning Fists (DC 16) 4/5
Exploit Weakness against Target D20+8 (DC 10+ (CR/Hardness): G1 Defensive
Bonus To hit Active: +2 to hit / Ignore DR
Bonus to Defense Active: +2 AC/Reflex/Sense Motive
Immune To Fatigue

In Hand: Unarmed Attack: +7 1d8+5+1d6 or +7/+7 Flurry: 1d8+5+1d6

Consumables Used:
3 taps of CLW
Bottle of Mage Armor Armor
[/sblock]
 

Ru Brike, rangerish human ninja

Ru_Portrait_zpsbc1b0cc0.jpg


[sblock=ooc]No worries.

Readied attack; damage (1d20+9=27, 1d6=2)

Crit threat:

Crit confirm; crit damage (1d20+9=20, 1d6=4)

Confirmed. For … 6 total damage. Le sigh. [/sblock]

[sblock=mini stats]
Ru_Portrait_zpsbc1b0cc0.jpg

Ru Brike
AC: 19 (Touch 14, Flatfooted 15)
HP: 44/47

Initiative: +4
Perception: +8 (+9 Traps) Sense Motive: +6
CMB: +4 CMD: 18 Fort: +6 Reflex: +11 Will: +3
(conditional: +2 vs. divination effects)

Wakizashi: +9, 1d6
Wakizashi (TWF): +7/+7, 1d6/1d6
Nunchaku: +8, 1d6
Shuriken: +8, 1d2
Conditional Attack mods: +2d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank), +2 Attack / dmg vs. Ranger's Focus (1/day)

Conditions:Ranger's Focus (vs. LG): +2 attack & Damage until LG falls.

In Hand: Wakizashi x2

Ki Pool: 1/5 remaining
Ranger's Focus: 0/1 remaining
Shuriken: 9/10 remaining
CLW Wand charges: 41/50 remaining

Used: 15 days' rations[/sblock]
 

Into the Woods

Remove ads

Top