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A Merc's Life: Howl of the Carrion King [03]

Maidhc O Casain

Na Bith Mo Riocht Tá!
OOC: There's no way for Tsadok to position himself over the door. E8 will be in dim lighting, but just on the edge. His current spot puts him within an easy move to melee range of anyone moving in through the door, and slightly elevated.
 

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Leif

Adventurer
Houwlou Groulenas, Olcán Ranger4

OOC: Mike Houwlou is good where you show him to be. He will try to make a stealth check, scrounging whatever cover he can where he is. If his magical dagger sheds light, he'll keep it covered by his cloak for now, if not never mind. The Olcán cunningly blends into a shadow that looked to small to accomodate his bulk at first, and he silently and almost totally fades from view.

OOC: I'm baaack!

[sblock=Stat Block]
Code:
   Houwlou Groulenas, Olcán Ranger
   Level: Ranger 4
   HP: 34/44     AC: 17  AC(T): 11   AC(FF): 16
 Init: +01    ST(F):+05  ST(R):+04    ST(W):+05
  Per: 15 (+2 Undead or Desert) HERO Points: 03

  BAB: 04       CMB: +7     CMD: 18

Weapon                  Attack    Damage      Critical     Special
Longsword (MW)          +9        1d8+3       19-20/x2     +1 TH Gnolls
Dagger +1 (T)           +8 (+6)   1d4+2       19-20/x2     +3 TH/Damage
Longsword (MW)          +7        1d8+3       19-20/x2        (Undead)
  & Dagger +1           +6        1d4+2       19-20/x2     
Longsword (MW)          +5        1d8+3       19-20/x2     
  & Longsword           +4        1d8+1       19-20/x2     
Javelin   (M)           +5 (+3)   1d6+3          20/x2     Range 30'

Selected Skills (not all are shown)
Acrobatics -5; Appraise +4; Bluff +5; Climb +2; Diplomacy +3; 
Intimidate +3; Knowledge (nature) +9; Handle Animal +10; Heal +10;  
Perception +15; Profession (Guide) +10; Ride +3; Sense Motive +7; 
Spellcraft +10; Stealth +2; Survival +10; Swim -9

Spells Prepared:
Resist Energy
[/sblock]
 
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mleibrock

First Post
OOC: There's no way for Tsadok to position himself over the door. E8 will be in dim lighting, but just on the edge. His current spot puts him within an easy move to melee range of anyone moving in through the door, and slightly elevated.

E8 it is then. Let's do it!
 


Leif

Adventurer
Houwlou Groulenas, Olcán Ranger4

OOC: The poopy one, naturally - Houwlou likes the aroma

[sblock=Stat Block]
Code:
   Houwlou Groulenas, Olcán Ranger
   Level: Ranger 4
   HP: 34/44     AC: 17  AC(T): 11   AC(FF): 16
 Init: +01    ST(F):+05  ST(R):+04    ST(W):+05
  Per: 15 (+2 Undead or Desert) HERO Points: 03

  BAB: 04       CMB: +7     CMD: 18

Weapon                  Attack    Damage      Critical     Special
Longsword (MW)          +9        1d8+3       19-20/x2     +1 TH Gnolls
Dagger +1 (T)           +8 (+6)   1d4+2       19-20/x2     +3 TH/Damage
Longsword (MW)          +7        1d8+3       19-20/x2        (Undead)
  & Dagger +1           +6        1d4+2       19-20/x2     
Longsword (MW)          +5        1d8+3       19-20/x2     
  & Longsword           +4        1d8+1       19-20/x2     
Javelin   (M)           +5 (+3)   1d6+3          20/x2     Range 30'

Selected Skills (not all are shown)
Acrobatics -5; Appraise +4; Bluff +5; Climb +2; Diplomacy +3; 
Intimidate +3; Knowledge (nature) +9; Handle Animal +10; Heal +10;  
Perception +15; Profession (Guide) +10; Ride +3; Sense Motive +7; 
Spellcraft +10; Stealth +2; Survival +10; Swim -9

Spells Prepared:
Resist Energy
[/sblock]
 


Maidhc O Casain

Na Bith Mo Riocht Tá!
The Gnoll Patrol quiets as they approach the ruined doors of the mill. There's a great groaning as the doors are wrenched open, and the light along the center aisle brightens somewhat (lighting conditions are unchanged). The Gnolls are all business as they move into the entrance in good formation. Keeland's singing, along with the wreck of the door, has plainly made them cautious and they stop in defensive formation just inside the doors.

[sblock=OOC]Gnolls 01 & 02 (the two in the doorway) are carrying Large Shields and Battle Axes. Gnolls 03 & 04 (pictured to the sides of 01 & 02) have cover (they are actually behind Gnolls 01 & 02 but I didn't have room on the map) and are wielding Longbows.

Tsadok, Houwlou and Harnry have Surprise vs. All Gnolls
Aodhán has Surprise vs. Gnolls 3 & 4
Let's have our four surprise actions, then we'll get to the 'regular' fighting.[/sblock]

[sblock=Combat Status]
Code:
[u]Combatant          AC/ T/FF   -HP         Condition[/u]
Harnry             14/12/12    00         None
Gnoll 01           15/10/15    00         Flat-Footed
Gnoll 02           15/10/15    00         Flat-Footed
Aodhán             20/12/18    00         Flat-Footed
Houwlou            17/11/16    10         Flat-Footed
Gnoll 03           17/12/17    00         Flat-Footed, Cover
Tsadok             17/15/13    20         Flat-Footed
Gnoll 04           17/12/17    00         Flat-Footed, Cover
Keeland            16/13/13    00         Flat-Footed
[/sblock]
 

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Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
if you can make a 5 foot step in a surprise round then Harnrey will move to B,7 and cast caltrops on C, 10 and D, 10

[sblock=caltrops spell]
Caltrops
School; Conjuration (Creation)
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Description
A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-foot by- 5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
[/sblock]

Duration is 6 rounds

[sblock=summoner's charm]

Summoner's Charm (Su): Whenever you cast a conjuration
(summoning) spell, increase the duration by a number of
rounds equal to 1/2 your wizard level (minimum 1).
[/sblock]
 
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