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Constables of the 14th Ward Part 3

OOC: Is Darius in the group being affected by wind? And when you say its blowing from the northeast, does that mean we can move northwest toward the robed orc? Finally, how many rounds would it take if Darius were to run around the south and west sides of the house to square P1?
 

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Brae again ignores the effects of the cold, and focuses on the robed orc. The cleric begins chanting the words to a spell that will silence their foe.

Meanwhile, the summoned bison wheels about again, and charges around the smokehouse, hooves beating the ground with a fierce cadence. It lowers its horns and it rushes toward the robed orc.


AC21, Hit Points 38/50

Reflex Save vrs DC14 04 (failed)
Silence vrs Robed Orc, DC16 Will Save Required

Celestial Bison - CHARGE action; move to W1, Gore versus Robed Orc: 18 Attack for 10 Damage.

Summon Monster III, round 3 of 12

[sblock=Spells Prepared]
-- Level 0: detect magic, create water, resistance, light, guidance
-- Level 1: shield of faith, lesser vigor, divine favor, bless + (d) charm person
-- Level 2: animalistic power, silence, spiritual weapon, hold person + (d) lesser restoration
-- Level 3: dispel magic, summon monster III, water walk + (d) fly[/sblock]


[sblock=Celestial Bison]Size/Type: Large Magical Beast
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil 1/day (+5 damage)
Special Qualities: Low-light vision, scent, darkvision 60', damage reduction 5/magic, resistance to acid, cold & electricity 5, spell resistance 10
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance[/sblock]
 

OOC: Is Darius in the group being affected by wind? And when you say its blowing from the northeast, does that mean we can move northwest toward the robed orc? Finally, how many rounds would it take if Darius were to run around the south and west sides of the house to square P1?

The wind is in fact coming from the Robed Orc's rod in a cone shape. So you can't go directly at him unless you are size large or can pass yourself off as large like Soulfetter. It is possible to run along the side of the building and avoid the worst of the wind. It looks like it would take more than a double move so you can't attack until next round. You can run at 4x your move, so Darius could make an end run all the way around in 3 rounds or go through the house in two rounds assuming you aren't stopped by locked doors or hazards.
 

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

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.

Braz pulls out his dwarven axe and chops down the remaining orc in front to him like a sapling leaving only the Robed Orc and the archer in the fight.

Brae manages to cast a spell despite the howling wind and suddenly Soulfetter and the Robed Orc are wrestling in silence. The bison charges up oblivious to the wind and manages to gore the Robed Orc, but only with a glancing blow at it tries to avoid Soulfetter's flailing limbs.

Darius stares at the scene considering his action...

OOC: Darius is up.
 

Attachments


Darius sprints for the front door of the house, planning to crash in and find, corner, and kill the gay orc archer as quickly as possible. Darius figures a noisy approach will take the archer's attention off of his compatriots, so he doesn't pussy foot around.

HP:31/38(58) AC:17(+1 dsgnated opp; +3 against orcs) 3 arrows left
-4 levels. [sblock=notes]A creature takes the following penalties for each negative level it has gained:
•-1 on all skill checks and ability checks.
•-1 on attack rolls and saving throws.
•-5 hit points.
•-1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
•If the victim casts spells [censored]
Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + ½ draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.
[/sblock]
 
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Orc Grunts
Thea 4
Raul 23
Alarion 18
Tau 17
Archer Orc 16
Robed Orc 16
Soulfetter 12
Braz 9
Brae 7
Celestial Bison (7)
Darius 7

OOC: Guess we are fresh out of Orc Grunts so Thea, Raul Alarion and Tau are up...
 

Attachments



Alarion of Tovarre

Alarion sprints, as best as he can in his armor to the southern door of the building in which the archer shelters.

[sblock=OOC]
Run action to the door on U9 [/sblock]
 

For the moment, Thea was not inclined to take any unnecessary risks- another shot from that pesky archer could be very painful. Still hiding behind the tree (or what was left of it), she rummaged through her haversack until she found a healing potion...

OOC: Staying behind the solid trunk of the tree for cover. Find and drink a Potion of Cure Light Wounds (CL 1; 1d8+1 HP= 4; roll Roll Lookup )
 

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