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Constables of the 14th Ward Part 3

Ederaul Mamier AC19 22/41 HP

Raul runs after Darius and follows the armored swordsman into the house.

OOC: With his faster footspeed, the unarmored Raul will wait for the heavily armored Darius to hit the door and enter the house first.
 

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OOC: Produce Flame is not a missile weapon, but it is a ranged attack. Would it be prevented by the wind? If it doesn't, then Tau will attack the archer with it. If it doesn't work, then Tau will heal himself. I will roll either way once I know which one.
 


OOC: Produce Flame is not a missile weapon, but it is a ranged attack. Would it be prevented by the wind? If it doesn't, then Tau will attack the archer with it. If it doesn't work, then Tau will heal himself. I will roll either way once I know which one.

OOC: I'll let produce flame work, but you'll need to make a concentration check as if casting in a storm.
 


OOC: This is the only round Tau has been casting in a high wind with flying water and mud, thus the check. Brae had to make one too. You did indeed roll high enough. :D
 

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

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.

Raul runs after Darius and follows the armored swordsman into the house.

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

Tau lobs a ball of flame up into the open window with the archer. He can be seen batting at the flames on his arms. (8 damage, rolls by the dm's to move things along)

The orc archer in the ranger casts some sort of spell on himself.

OOC: Successful DC12 spell craft check. [sblock]Bears Endurance. Likely a ranger spell. [/sblock]

The howling wind ceases as quickly as it began.

Soulfetter feels the robed orc squirm and get one the rods pointed at his stomach. A stream of painful tiny blows begins is as dozens of gems shoot forth from the rod to strike the Gol-Kaa (twenty damage) at point blank range very nearly lifting the big barbarian into the air.

OOC: Everybody's up...
 

Attachments


Alarion of Tovarre

"Be wary, gentlemen! He'll be waiting for us!"
Alarion moves up the stairs, his shield at the ready to face the archer.

[sblock=OOC]
Double move (a total of 8 squares) towards the stairs and up them. As soon as he sees the orc, apply shield defense vs. him. [/sblock]
 

Darius sheathes his sword long enough to take the stairs at a full run, his hands grasping at the banisters for balance and to pull himself along as fast as he can climb. [sblock=roll]this seemed like something I should roll, but I've got no clue how to roll it. I just went with a "climb" skill check of average difficulty - need to score 10 to do it successfully. Rolled 10 on a d20, but added 10 for skill & subtracted 4 for negative level penalty to get 16. (1d20+6=16)[/sblock] At the top he pauses long enough to draw his sword and get his bearings before closing on the archer as quickly as he can. Darius is concerned that the archer may attempt to escape and he stays alert for such a possibility.

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 (when level is used for die roll)
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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