S2: War in Vastermarch - Completed

OOC: The ceramic flasks are either alchemists fire or acid flasks. For simplicity, lets assume the fire ones has red bands and the acidic ones green, and that the red ones appear first in the haversack (note that it's a magic Haversack, so whatever you wish for is always on top in it and can be fetched with a move action).

Ogrin also had two more flasks of alchemists fire in his pockets, one of which he throws now. The ones mentioned earlier are all available to the children.
 
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OOC: Because he's so low in the initiative order, I'll reserve the right to change his action but I think Eusebius will attempt to turn undead on the skeletons. Note that, if he's successful and they're not advanced, it should be enough to destroy them.

turn check =13, damage = 11

That's enough to turn a total of 11 HD of creatures with HD = 4 or less; any 1 HD undead are destroyed.
 
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OOC: We'll help how we can Manz. I'm going to wait to post an action till when it gets near Juliana's turn, since she's WAY down in the order. It might get worse, Jules got a fun new ability she gets to debut this fight :)
 

10:35:00 am. Soft wind from the West. Overcast.

Ogrin has climbed upon the wagon and handed his haversack to the children with instructions. Banion has finished helping Torvin put on his armor.

Ogrin opens hostilities, sensing the futility of further negotiations. He hurls a ceramic bottle high over the heads of the ogres, and into the ranks of orcs behind them. The battle thus begins with an explosion in the rear. One orc (7) is hit directly, and comsumed by flame. Others scream with rage and pain as the volatile liquid splashes on them.

Banion is next to act, arcing his mindblade like a disk into the looming ettin, leaving a small mark on its arm.

The orcs are primed to fight, but seem to wait for action on the part of their leaders.

Beamer casts his glitterdust on Validus and the orc negotiator. He is able to catch 3 other orcs and a zombie in his range as well. (saves). They all now flicker with colorful light, though how many are blinded will have to be seen. Beamer then moves East to avoid the skelletons.

Nodis, surrounded by the near-panicing villagers, concentrates, bringing forth astral creations to do his bidding.

The ettin steps forward, shouldering the orc negotiator and his horse aside in its haste to engage the closest foe, Juliana. Upon getting closer to the battle, he'd put away his javelin, and now holds a battle axe in one hand, and a mace in the other. Somehow, he's gotten a suit of chainmail big enough to cover his body. In a flurry of blows, he manages to strike her with both axe & mace, pummeling the warrior even through her heavy armor (18 dmg).

The skeletons move out from the woods, mindlessly and ruthlessly savaging any living thing the encounter. They ignore the constructs and slash at horses or men. Several horses are panicked and wounded by their attacks, fleeing into the woods or up the road. They also cut deeply into the two soldiers, who manage to stand their ground and stay on their feet.

The zombies advance, also spooking horses. The horses pulling Torvin's cart panic and rush forward, knocking 2 zombies aside and fleeing up the road towards Braeholl. One zombie gets with Juliana's range, and she takes a bite out of it with her guisarme(8 dmg)

One of the soldiers had taken Razh's warhammer (S2), and swings it at the skeleton, but seems spooked and misses.

Sangster seems to have figured out the battle to some extent, and flees due East into the woods. (The woods are light undergrowth and halve movement rates) He is soon out of sight of the party.

Torvin moves down next to Eusebius and smacks an advancing skelleton with is mace. He shatters it with a solid blow.

The ogres advance. One targets the dwarf, the other the halfling atop the wagon. Despite the power of their blows and their reach, they don't come close to injuring the dynamic duo.

The orcs leap into action behind their larger cousins. The ones to the south surge forward, some pushing into the forest, though none going very close to the skeletons. One reaches Hugh and swings his falchion. The big blade goes wide though, smacking into the wagon.

The orc negotiator's horse rears and kicks. The old orc loses his grip and falls to the ground. His horse doesn't bolt, though. It kicks and brays. Three of the other glowing orcs stumble uselessly into the trees.

Several of the women and men villagers simply flee into the woods. the ones on the front lines fight back, ineffectively, against the skeletons. Three of the bigger kids on the wagon hurl their flasks at the ogre attacking Ogrin. Two hit, splattering themselves and Ogrin himself. The ogre screams as the fire burns into its face. (10 pts to ogre - 2 to ogrin)


Character Status in initiative order:
Ogrin (38/40 HPs orc count 2.5)
Banion (50/50 HPs)
Beamer (21/21 HPs, mage armor, protection from evil)
Validus
Nodis (31/31 HPs 23/35 PP orc count 9) - readied action to cast control sound - if someone helps him w/orc language)
Skeletons(7)
Zombies(6)
Soldiers(2) (1&2/8 HPs; AC 15; longswords)
Sangster (fled)
Torvin (?/? HPs. full plate, heavy shield, MW heavy mace)
Ogres(2) (10 pts to solid one; still on fire)
Orcs (29)
Commoners
Talbin (23/23 HPs orc count 1.5; sling)<---
Juliana (37/55 HPs 11/15 PP guisarme, thicken skin - AC 21)
Eusebius (44/44 HPs, mage armor,bulls strength, spiked chain)
Razh (55/61 HPs orc count 6)
Lothar
Tharok
Hugh (10/10 HPs; AC 15; longsword)

Spells cast
Beamer: Mage armor on self & on Eusebius (@ approx 10:34 am)
Eusebius: Protection from evil on Beamer at 10:34:48)
-Bulls Strength on self @10:34:54
Juliana: Thicken skin @10:34
 

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Nodis, male human shaper 5, AC 16, HP 31/31, PP 18/35, no Focus

Looks like this isn't the moment for restraining himsef, so Nodis continues extracting more astral stuff and crafting more constructs with glee. The first one, a flexible creature with whip-like arms ending in large spiked balls, appears behind one of the ogres and smacks two orcs into the woods with a powerful swing.

[sblock=ooc]Looks like no more enemies act before Nodis, so it's relatively safe to say he'll get his construct off. Also seems that there's an empty space at H-26, so the construct wil appear there and kills orcs #21 and #25 (rolls here) Location may vary, depending on other PC's actions, I'll edit this post accordingly.

Nodis himself moves 5 fet northeast and starts creating another construct with the same stats. Sorry for making the map even more complicated! Don't worry about construct duration, I'll take care of it.

[sblock=Astral construct stats]Astral construct III
Medium Construct
Init +2 ; Senses Darkvision 60 ft, Listen +0 Spot +0
Languages none (receive orders from creator mentaly)
-----------------------------------
AC 20, touch 12, flat footed 18 (+2 Dex, +8 Natural)
HP 36 (3d10+20 HD)
Immune: Construct traits
Fort +1 Ref +3 Will +1
-----------------------------------
Speed: 40 (8 squares)
Melee: Slam +7 (1d6+7)
Space: 5 Reach: 5 feet
Base attack: +2 Grapple +7
-----------------------------
Abilities: Str 21 Dex 15 Con -- Int -- Wis 11 Cha 10
Feats: Cleave, Mobility
Skills: --
-----------------------------------[/sblock][/sblock]
 
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Juliana Hayes HP:43/61 PP:11/15 AC:21 DR:3/Ad

Juliana grunts as she focuses inward and feels the power of her mind flow through her, and takes a swing at the ettin, striking it with a mighty hit.

OOC: Activating Chaing of Personal Superiority +2 (+2 to Strength and Con for 1 minute, free action), Spending her focus, not her psycrystals. Juliana attacks, /w psi-weapon (1d20+9=26, 2d6+2d4+6=18). I'm assuming the Ettin was hit with that.
 

Not content to see them flee, Eusebius calls upon the mighty power of the Sun God to destroy the foul undead around him.

[sblock=OOC]E uses his Sun domain 1/day greater turning to destroy any undead he manages to turn. By my calculations, unless they're advanced or bolstered somehow, that would be all the skeletons and zombies 4 & 6. :)

Oh, and Manz, just a reminder that he has a 10 foot reach with his spiked chain and gets a total of 3 attacks of opportunity per round (thanks to Combat Reflexes).[/sblock]
 



OOC: My timing is perfect. I'll be travelling to Dublin Monday through Wednesday. Don't wait for me, assume that my actions are largely similar to what I do this turn. I trust Rae to do the rolls for me, but please do better on the crit confirmation rolls :-)

Ogrin quickly turns back towards the kids and scolds them. "Kids! Throw over the big one, at the orcs behind it! I'll deal with this one!" He turns back towards it, drawing his longsword, and seemingly slashes at its belly. The Ogre ducks to protect himself, but, Alas! Ogrin turns his blade upwards, toward the Ogre's throat, plunging it right in! The Ogre's tough skin repels most of what would've been a lethal stab against most human opponents, but blood still pours from its throat.

[SBLOCK=Rolls]Feint vs burnt Ogre (1d20+8=27) (sense motive to beat)
Attack vs Ogre, -4 Combat expertise, +1 higher ground (1d20+7-4+1=24)
CRIT CONFIRMATION! Attack vs Ogre, -4 Combat expertise, +1 higher ground (1d20+7-4+1=6) (fail!)
Damage roll, no matter what the text says (1d6+3+2d6=11) (or 5 if the Ogre miraculously succeed on the sense motive roll)

Ogrins AC is 27 with combat expertise, by the way.
[/SBLOCK]
 
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