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Deus Ex Machina

Once out side of the smoke filled tent Fixem drops the Colonel and draws his great sword.
Drop Colonel=swift action
Draw Weapon= move action
Ready to attack any goblins/hobgoblin that moves within 5 ft of me.
1d20+4=9 plus action point 5 =14 to hit.
damage= (2d6+4) 10
 

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Spider draw his sword, and goes tumbling after Grace, trying to get cover from his shield.


OOC: I don't know if you missed my actions, or if you pass them by, because spider miss the shot.
 

Voda Vosa said:
Spider draw his sword, and goes tumbling after Grace, trying to get cover from his shield.


OOC: I don't know if you missed my actions, or if you pass them by, because spider miss the shot.

[sblock=Spider]No, I assumed your action this round was to move outside the tent and size up the enemy. I suppose you could also immediately let fly with an arrow, but your roll does indeed miss. Remember that in any case, you've already acted this round, and can't tumble toward Grace until your next turn. We're still waiting for Necro and the goblins to act before we start round 2.[/sblock]
 

Craft grabs Fixem as he drags the colonel and infuses his armor, making it surge with magic.

[sblock=OOC]Craft infuses Fixem with Magic Vestment[/sblock]
 


Note to self: must find water. Deactivation is not an option.

The pain sears Dog as it opens the chest and scoops out the contents, not bothering with such things as order and neatness. It tries to protect the things inside as it runs out of the tent.

Further note to self: must find water soon.

Small Dog, outside the tent, snaps visciously at anything hostile that has the misfortune to cross its path. Goblins were always a favorite target during training.

OOC: [sblock]If necessary, Small Dog will attack with a mighty 11 for a bone-crushing 6 points of damage.[/sblock]
 

Fixem feels a shiver run through him as his composite plating glows briefly at Craft's touch. [Fixem is now +1 AC.]

Inside the fiery inferno that used to be a tent, Dog collects what appears to be seven clockwork mechanisms with folded filigreed wings. [Collecting these is a standard action.] He remembers that there is a watering trough near the horse pickets, where her donkey is also tied.

The two Cyran guards move quickly to protect the colonel, who is not wearing any armor, much to his dismay. Just in the nick of time, too, as the remaining goblin archers shoot a volley in their direction.

Grace takes advantage of the distraction to swing mightily at the nearest archer. [AoO. 1d20+3=12. Failure.] The little feral creature dodges the wild swing and is able to get off a shot anyway. One arrow takes a guard in the throat, and he collapses, clutching his throat as blood jets between his fingers. The other guard takes an arrow in his shield, and he moves directly in front of Dansern, stepping over his fallen brother. The other arrows fall short of the mark.

Another swarmed guard falls under hacking, wickedly curved blades. The goblins look up from their handiwork, blood-spattered, and make a break to the other end of the hill, apparently to help protect their hobgoblin commander.

The skirmishers behind the archers race forward, blades beared. Three clash with you. One swings low under Erran's guard, but the half-elf manages to roll sideways and avoid the blow. Another goblin engages with Grace, but ends up looking stupidly at his weapon as it clangs uselessly off of the paladin's rock-hard hide. Another makes a break for the colonel, but knows it needs to get through Fixem's towering form first. It attempts to hamstring the warforged, but Fixem barely notices the annoyance as its blade doesn't even leave a mark.

The remaining three goblins race forward, but cannot engage this round.

In the distance, the hobgoblin picks himself up and shoots his clawed right hand forward. Two shimmering bolts of yellow energy fly unerringly across the plateau and ram home into Colonel Dansern chest. He moans in pain as his lone guard looks frantically around for the source of the attack.

[sblock=OOC]End of Round 1. Your turn. Redclaw, let me know if you want to use your last post as this round's action. You can change it if you wish. Updated map:[/sblock]
 

"Soldiers rush their archers! Archers, take that wizard!"

Grace whirls with the momentum of its attacks, darting its sword again and again at the nearby archers. Its movements are measured and steady but fluid as it presses the attack, making sure the enemy knows it will pay for any attack against the Colonel.

[sblock=OOC]Grace's attacks and damage, round 2 (1d20+3=10, 1d8+2=4)

Grace misses. Man, that d20 hates me.

Grace will continue to threaten as many archers as it can, ignoring any melee goblins that attack it until the archers are down. If a melee goblin moves to the Colonel through a space Grace threatens, though, he'll AoO if he has one left.[/sblock]
 
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[sblock=ooc]I'll keep the post, but adjust the movement to just be a 5' step out of the reach of the goblin that attacked me. [/sblock]
 

Items gathered, Dog turns at a run and dashes for the horse trough at a run by the shortest route feesible.

"Small Dog, heel, guard!" he calls as he runs.

Must retrieve necessary supplies. Possibly can use extra mounts to provide distraction to aid commander...
 

Into the Woods

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